Glossary

Terms are grouped by topic. Each one explains what the concept means in the game and what it affects — without formulas or hidden numbers.

Player

Skill (mas)

The sum of a player's main attributes — one number for a quick comparison. On the pitch the sum itself matters less than how well the attributes fit the position: a player with lower skill but the right qualities can play better.

Talent

The ceiling a player's attributes can grow to. Shown as stars. Talent does not guarantee growth — the player has to be trained, and the ceiling drops with age. A club cannot see the exact talent of another club's player.

Experience (oput)

Development points a player earns from matches played and rewards. Experience is spent on raising attributes in "Training → Skills" until an attribute hits the talent ceiling.

Fitness

A player's physical readiness right now, from 0 to 100. It drops in matches and training and recovers over time. A tired player makes worse decisions and gets injured more often, and with very low fitness he cannot be put in the starting eleven.

Morale

A player's long-term mood, from 0 to 100. It reacts to results and playing time and slowly returns to its usual level. High morale supports his game, low morale drags it down a little.

Form

Current sporting form, from 0 to 100. It changes with how the player performed in matches. Together with morale it affects how much of his strength a player shows on the pitch.

Trait

A behaviour a player chooses in certain situations: a one-two, pressing, shooting from distance. A trait does not make a player stronger overall — it opens decisions he would not make otherwise. At first the traits of any player, yours included, are unknown — the analyst uncovers them.

Trait level

How strongly an uncovered trait shows: from level one to level three. The personal coach raises the level; without him levels slowly drop, but level one always stays.

Duty

A player's role in his position: "Defend", "Neutral" or "Attack". It shifts his behaviour in duels towards caution or risk. Set it in "Tactics" by tapping the player.

Club

Club rating

The club's competitive strength — it rises with cup wins and falls with defeats. Rating decides the club's rank, its cup opponents and the size of the sponsorship deal. Friendlies do not change it.

Reputation

The club's fame: it grows with cup success. Reputation affects how many spectators come to home matches and how much the club can earn from tickets.

Fans

How many people support the club. Wins in official matches bring more fans and defeats cost a few; a friendly win adds a little. On top of that, more fans arrive every Monday — more if the club wins often and has a PR specialist. Fans decide the merchandise income when the club runs a club shop.

Attendance

The share of stadium seats taken at a home match. Wins, the club's reputation, the service team and the PR man raise it. Together with capacity and the ticket price it sets ticket income.

Maintenance

The weekly charge for keeping up the stadium and buildings — every Monday. The more you have invested in infrastructure, the more it costs to run. It never takes your balance below zero.

Squad limit

How many players the club can have at once. It depends on the level of the club base; when the squad is full, you cannot buy a new player or promote one from the youth team.

Club identity

The club's name, abbreviation, city, motto, crest and three kits. They are changed in the identity editor for club money, and the name and crest also for butcer; prices depend on the club's rank.

Cooldown

The time after a change during which the same identity field cannot be changed again. Each field has its own cooldown; while it runs, the change button shows the date from which the field can be changed again.

Staff

Staff tier

A staff member's grade: Bronze, Silver, Gold, Premium, Elite. A higher tier is stronger and more expensive, and the top tiers only unlock at a higher club rank.

Staff contract

Hiring a staff member for 90 days with the full amount paid up front. There are no weekly staff charges, and dismissing someone early does not refund the money.

Scouting

How precisely the club sees other clubs' players. Without a scout, their attributes and talent are only approximate; a scout on the staff and the scout office make them more precise.

Trait research

An analyst's observation of a player that may reveal one of his traits. It costs money and takes time — the price, chance and duration are shown before sending — and it may give nothing; then the money is not refunded.

Competitions

Rank (I–VII)

The club's tier from I to VII, based on its rating. Rank decides which level of cups the club can play in and which staff tiers are available. A new club starts at rank II.

Money and market

Training token

A token for an extra team training session on top of the free daily one. It is also needed for a boosted session.

A weekly payment to the club — every Monday. It grows with the club rating, and the press center increases it.

Merch

Weekly income from selling club merchandise. It comes from the club shop on the staff, and the more fans the club has, the bigger it is.

Butcer

The manager's personal cosmetic currency, separate from the club treasury. It buys only cosmetics and identity changes: game money, players, training and wins cannot be bought with butcer.

Cosmetics

Items that change only how the club or the manager profile looks: crest and kit parts, decorations, a nickname colour. They are bought in the "Shop" and affect no game number.

Price unit "C"

The unit in which money prices for identity changes and cosmetics are written. How much one "C" costs depends on the club's rank, so prices grow with the club.

Auction

Selling a player through bids: the seller sets a minimum price and a duration, and the highest bid when it ends gets the player. The money for a bid has to be in your account when you bid.

Free agent

A player without a club. Free agents stay in the "Agents" section for a limited time and are bought straight away at a set price, without bidding.

Offer

A direct proposal to another club to buy one of its players. The owner can accept, reject or name his own price; an offer is valid for a limited time.

Tactics

Formation

How the 11 players line up on the pitch — how many defenders, midfielders and forwards. Choose it for the squad you have.

Mentality

How much risk the team takes: from "very defensive" to "very attacking". An attacking mentality creates more chances but leaves more space behind.

Style of play

How the team attacks: tiki-taka, possession, direct passes, play down the flanks or counter-attacks. Each style needs its own kind of players.

Tempo

How quickly the team moves forward with the ball. A fast tempo brings more chances and more turnovers, a slow one brings control and less risk.

Pressing

How actively the team wins the ball back. High pressing wins it closer to the opponent's goal but tires players faster.

Defensive line

How high the defenders stand. A high line squeezes the pitch for the opponent but leaves space behind; a low line is safer against fast forwards.

Width

How far the team spreads across the flanks — set separately for attack and defence. A big gap between the two leaves holes on the flanks after losing the ball.

Marking

How defenders watch opponents: zonal — everyone holds his own zone; man-to-man — everyone sticks to his own player.

After losing the ball

What the team does right after losing the ball: presses it at once (counter-pressing), reacts normally or drops back into shape.

Offside trap

The back line steps forward together to leave the striker offside. It works with a high line; against fast forwards it is risky.

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Glossary · STRATKA football manager