Training Ground · Orientation

Matchday Briefing

How squad cards work, what the numbers mean, and how a ninety-minute duel plays out on the pitch.

Far-Post Ghost
4
3
3

Hover for full card preview

  • CostTop-left cost
  • ThreatBottom-left power
  • ResolveBottom-right durability
  • Striker's EndRealm affinity

The Four Thirds

Under the floodlights, four pitch zones still hold the game. Striker's End, Engine Room, The Box, and Back Line are home to cards, thoughtful squads, and managers who compete without losing their shape. Tour the pitch before the last legacy fades.

  • Striker's End

    The Finishing Third

    The Finishing Third — box runs, far-post ghosts, and finishing lanes under floodlights.

  • Engine Room

    The Tempo Circle

    The Tempo Circle — switches of play, press traps, and the quiet control of midfield.

  • The Box

    The Six-Yard Heat

    The Six-Yard Heat — set-piece walls, penalty spots, and chaos in the box.

  • Back Line

    The Last Shape

    The Last Shape — high lines, last-ditch blocks, and the keeper's claim.

Win the match

You and a rival manager trade turns playing players and plays. Reduce their health to zero before they break your resolve.

Reading a card

Each card is a player or tactical moment you commit to the pitch.

  • CostCost — tempo spent to field this card this turn.
  • ThreatThreat — pressure applied when the card fights.
  • ResolveResolve — composure before the card is removed from the pitch.
  • DomainLine affinity — Striker, Midfield, Box, or Backline.
  • AbilitySpecial instruction — set pieces, presses, or finishing routines.
  • KeywordsTraits that change timing, positioning, or combat priority.

The pitch

Four slots represent your shape. Fill them to hold lines, create overloads, and set up match-winning bursts.

Turn structure

  1. Refresh cost each turn — five to start, +1 max every turn.
  2. Play affordable cards from hand onto open slots.
  3. Press Battle to strike first.
  4. End turn — opponent responds, then combat resolves.
  5. Surviving attackers hit the rival manager's health until the match ends.

Squad building

Twenty-card squads. Balance cheap tempo plays, midfield control, and late match winners across the season.