HOW TO PLAY

Game guide

How to play one player’s career from the final year of high school to retirement, and how to build an owner team from your retired players.

Strategy articles by topic

1. Creating a player

You choose a name, shirt number, nationality, position (FW·MF·DF·GK) and detailed position, strong foot, focus attributes and growth trait (early developer, late bloomer and so on). Three candidates with the same total attributes then appear, and you start your final high school year with one of them. Height and weight only shift the initial distribution of detailed attributes slightly, and starting OVR stays the same.

Your player type (Poacher, Speedster, Stopper, Attacking fullback and so on) is decided by the combination of the two focus attributes you pick along with your position, and it does not change during the career. You can see which focus combination becomes which type, and which spots and team synergies each type fits, on the player creation screen and in the Player type guide in the Odds guide.

The true potential is revealed at retirement. In the app, you can watch a rewarded ad at the candidate step to see the initial potential grade range of the three candidates. Signed-in owners can use club funds instead of an ad, on the web and in the app. You then raise your player by following current attributes and growth records.

2. High school, university and turning pro

When your final high school year ends, you either receive a signing offer from a professional club or go to university. At university you can try for pro at any time before your fourth year, and if no offer comes by your final year you take a trial for a K3 League club.

3. Season flow, training and self-investment

A season runs through pre-season, first half and second half. In each phase you pick a training direction (attribute training, rest and recovery, personal coach, media activity). Match results are then calculated at once, and appearances, goals, assists, ratings and league position are recorded.

In each phase, you can spend career funds on extra training, medical care or mental coaching in addition to regular training. Costs scale with salary. Training gains depend on age, potential and morale. Potential controls growth speed; it is not a hard ability cap.

After each block of matches you see a rating breakdown averaged per match: a base of 6.2 plus goals and assists, OVR edge, condition, morale, form on the day, clean sheets, defending, and the team result, with remaining swings shown separately. The attribute card and season review show a growth direction: the attribute that matters most for your goals or assists and how it compares with the league average (defense for defenders and goalkeepers).

Once in each half of the league season, the match ticker stops at a decisive moment in a match your player plays: a scoring chance for forwards and midfielders, a goal threat for defenders and goalkeepers. If you play in a cup or continental final, it stops there too. Each option shows the attribute it uses and its chance of success, and the further that attribute is above the league average, the higher the chance (up to 10 points). If you do not choose within 15 seconds or leave it to the manager, the outcome uses the same odds as a match without the moment. Skip also stops at the moment. Turn off Key moments in Settings to keep the ticker running and always leave it to the manager.

4. Customizing your pixel player

Tap the pixel player at the top of the career screen to customize its look with career funds. You can choose skin tone, hair color, hairstyle, facial hair, expression, headband, wristband, goggles, boots and socks. Each item is bought once, and then you can change it for free as many times as you like during that career. Prices scale with salary, and customizing has no effect on attributes or match results.

When you earn the Top scorer, Champion, Senior national team debut, Big Ears, Ballon d’Or or World Championship winner titles, a golden record item opens for each title (golden boots, a champion’s headband and so on). Record items are bought one by one, and once bought you can put them on or take them off at any time.

When you retire, your look is fixed as it was at that moment and can no longer be changed. Your customized look also appears in your retirement report, on the Hall of Fame podium and in the owner season-review team photo.

5. Random events and stories

Professional players aged 20 or older with at least 35 fame can encounter dating rumors during the playing season. Keep your private life private, agree with your partner to go public, or focus on football. Choices make small changes to morale, fame, manager trust or condition.

If you drop by a party invitation and it goes well, a professional player aged 20 or older with at least 25 fame hears from someone they met there in the next part of the season. You can meet openly, meet quietly or politely decline. It happens once per career.

A random event can appear each time you advance a phase. Each option shows its success chance, and some events continue across several seasons.

Options that put you in a match scene, such as penalty kicks, one-on-ones and shootouts, are decided by a timing gauge. The better your attributes, the wider the success zone, and success is decided at the moment you stop the needle. The Odds guide shows each event’s range of success chances and the factors that raise or lower them. Story and special events open in the guide only after you have met them once.

6. Attribute growth and potential

Card attributes such as pace, shooting, passing, dribbling, defending and physical grow together with the detailed attributes that feed into each position’s OVR. You can check the main OVR attributes for each position at player creation and candidate selection. Heading accuracy is part of defending, and for a striker’s OVR only heading accuracy counts from the defending group. A Target man striker is rated as whichever is higher, striker OVR or Target man OVR (a role that weighs heading, strength and jumping heavily), and that higher OVR also shows in the striker slot of an owner team. Even while rated as a striker, the per-position OVR on the Attributes screen shows the Target man OVR too, and training descriptions and weakness/strength focus training look at both roles. A Winger-type left or right midfielder is rated as whichever is higher, central midfielder OVR or Winger OVR, so raising pace raises OVR, and the same higher value shows in the left and right midfield slots of an owner team. Winger slots (W·LW·RW) are measured by Winger role ability, so a Winger type raised as an attacking or central midfielder can show lower than its OVR in a Winger slot if pace and crossing fall short. An attribute’s weight in OVR and its training growth rate are different things. Growth depends on age, how much room is left up to potential, and morale. In Coach notes you can see how OVR and attributes have changed since the start of the season. If you raise one attribute far ahead of the other main attributes, training growth shrinks, and when you pick a training the description below it shows the reduced rate. Potential is not a cap on OVR but a measure of growth speed: the closer OVR gets to potential, the slower it grows, and it keeps growing a little even after reaching potential.

In the season review, a scout sums up your player’s level in one line. From the end of your first season until age 29, you can raise potential with funds in Potential Boost on the Player tab. You can try once per season, up to stage 4, and the higher the stage, the higher the cost and the lower the success chance. A failure only costs you the funds, and each failure raises the next success chance by 5 percentage points. In the app, in a season when you are short of funds, you can watch a rewarded ad to the end to try once without funds. Signed-in owners can use club funds instead of an ad for the same single try (on the web too). In a season when you are short of funds, you can keep trying with ads or club funds even after using that one try (up to 2 in total per player), and boosts received with ads or club funds have no daily limit. A Potential Boost ticket bought in the app lets you make one try per ticket once you have used that season’s one try or when funds are short, and unlike ads and club funds it has no cap on extra tries (the stage cap and age limit are the same). The success chance is the same as when you try with funds. Signed-in owners can also get a guaranteed boost with club funds. It raises one stage with no chance involved, is available once per player, and leaves that season’s funds try untouched (the stage cap and age limit are the same; the price rises each time you get one on the same day, up to 3 a day). Each successful boost raises potential by 1. Some events also raise potential, such as investing in a famous trainer (+2 at age 23 or under, +1 after that). Separately from this, true potential rises and falls slightly at random each season until age 25, and this variation follows the same rule for every player regardless of choices. Potential grades are S 90 or higher, A 84–89, B 78–83, C 70–77 and D 69 or lower, and the retirement report breaks down starting potential, growth-phase variation, boosts and events.

7. Cups, continental competitions and individual awards

Depending on your league, you also play in the domestic cup, the super cup and continental club competitions (Champions League and so on). When the season ends you can go for individual awards such as Top scorer, MVP and the Ballon d’Or. If you finish first in K League 2, you are promoted to K League 1 together with your club the next season.

If you win an individual award in a top-flight league, make the Ballon d'Or shortlist, or post an OVR well above your age group by 25, a rival your age in the same position may emerge. The rival grows, transfers, and collects stats and awards on their own, and the season review and Trophies tab compare them with yours side by side. Awards only one player can win, like the Ballon d'Or, never go to your rival if you won them, and the rival never changes your attributes, match results, or awards. If your rival retires or falls far behind, a younger rival may appear (up to 3 per career).

8. Transfer market and contracts

The estimated finish on a transfer offer is based on club strength, not current standings. In the first season at a new club, continental entry uses this estimate and the game’s league slots. Staying at a club uses its actual finish from the previous season.

A professional aged 26 or younger who is not a starter can get a talk about playing time during the season if their appearances or goal contributions are low, or if they fail two or more events in a season. If you ask for a loan, season-long loan offers from clubs in the same or a lower tier appear in the transfer window after the season. You need at least two years left on your contract, and Korean players must not reach the military service deadline during the loan. Your salary and contract stay with your parent club during the loan. When the loan ends you can return to your parent club, and with 15+ appearances and a 6.8+ rating your loan club can also offer a permanent transfer. A strong loan raises the manager's trust when you return. Loan seasons are recorded at the loan club and count as another club for one-club and long-service checks.

When the season ends, you decide your next destination from staying, renewing or transfer offers. Depending on your results and reputation, offers also arrive from overseas leagues, and each offer shows its evaluation factors and playing-time conditions. Contract length does not guarantee playing time.

With one year left on your contract, the club may propose an early extension. You can also decline and stay on your current terms, or transfer to another club. From age 41 you only receive one-year contracts, and renewal depends on last season’s performance.

9. National team and military service

Once you are called up to the national team, you play in international tournaments such as the A-match, Asian Cup, World Championship, Olympics and Asian Games. Korean players choose between joining Gimcheon Sangmu and active duty when they reach the age of military obligation.

Players aged 31 or older with at least 10 caps can choose to retire from international football once a season, right after a call-up. Once retired, you are no longer picked for internationals or tournaments, so call-ups stop draining your condition. Your international record stays. Retirement cannot be undone.

If a capped player is left out of the World Championship squad, a squad snub event may appear in the next pre-season. Declaring a call-up refusal keeps you out of senior national team call-ups and continental cup and World Championship squads for that season and the next, and you give up the captaincy. Asian Games and Olympic squads are not affected.

If you are named to a tournament squad and win an Asian Games gold medal or an Olympic medal, you receive a service exemption and are placed in sports service. You keep playing without joining Sangmu or active duty, fill your service time season by season, and the service ends when 34 months are complete.

10. Retirement, Hall of Fame and retired numbers

You can choose to retire from age 25, and you retire when you reach your retirement age. If no offer comes before age 25, you can keep playing through lower-league trials. Retirement age is set in the season you create the player and does not change when seasons change. Players created in the pre-season retire at 41, and players created in season 1 retire at 45. If anyone plays to their retirement age and retires in a season, the retirement age of players in the next season goes up by one year; if no one reaches it, it stays the same.

On retirement, your career records, trophies and awards produce a legend score and grade, and your potential assessment and peak OVR are revealed. Players who retire at 30 or older enter the Hall of Fame and can show off their career with a share link and image. Shorter careers that end earlier stay only in My Players.

To be considered for a retired number, retire at age 30 or older with your player name public. You must spend at least six seasons at a regular professional club and meet the contribution requirement for your position. Your two highest-contributing eligible clubs are considered, and you can receive the honor at one. All players share each club-and-number slot within a service season. The same number at another club is a separate slot. The first eligible retirement registered for a slot claims it; meeting the requirements during your career does not reserve it.

Club contribution comes from appearances, goals, assists, clean sheets, club trophies and individual awards earned at that club. One-club careers, returning to a former club, long service and retiring at the club can add bonuses. School, university, military-service seasons and national-team records do not count.

During your career, open Retired Number Challenge in the Career tab to see your seasons at each club, contribution progress and current number availability. It uses completed seasons saved on the server, excluding the season in progress. Contribution is an estimate in 10% steps that assumes you retire at your current club, so it can drop if you move and retire elsewhere. The final decision is made at retirement.

The Best XI in the Records room puts the best retired players of each service season into the 11 spots of a 4-3-3. Candidates have a public name, retired during that season, and have at least 300 pro appearances and at least 5 seasons with 20 or more appearances. The Best XI index weighs individual performance 50, team success 30 and individual awards 20, and one owner's players can hold only one spot. During the season the lineup is provisional, so a better retirement takes over a spot. It becomes final when the season closes, and the owners of the 11 final spots each receive 10 player reroll tickets, 2 premium scout tickets and 2 potential boost tickets.

If you meet the retired number requirements but every candidate club’s number has already been retired, you receive the Wall of Honour title. It is separate from a retired number, and you choose your featured title yourself. For existing players, the title is recorded only when the conditions at retirement can be confirmed from server records.

11. Owner team

Achievements for players you raised yourself are judged by their service seasons after retirement. Long service means 10 or more cumulative seasons at one regular professional club, counting periods after returning from a transfer and excluding Sangmu and active-duty service. One-club man requires 10 or more professional seasons in total and one regular club, and Sangmu and active-duty service is excluded from the club count. High school and university seasons are not counted toward either achievement.

After signing in, you can create one owner team per service season. Open team management in My Club to arrange owned retired-player cards in a formation. The basic 4-3-3, 4-4-2 and 3-5-2 are joined from season 1 by 4-2-3-1, 4-1-4-1, 4-3-3 F9, 4-4-1-1, 3-4-3 and 5-3-2, and dragging a player to another spot changes their detailed position to match. Use players you raised or signed from the transfer market. Players from earlier service seasons can start too, as long as their salaries fit the budget. Youth players fill empty positions, so one retired player is enough to play. A player’s service season is determined by the first season record uploaded to the server, not the retirement date.

Past-season starters draw a salary, while this season’s players are free, so you can start as many of them as you like. Salary comes from a card’s peak OVR (74 or lower 1 · 75–79 2 · 80–84 4 · 85–87 6 · 88–89 8 · 90–91 10 · 92–93 13 · 94–95 16 · 96 or higher 20). The past-season salaries in your lineup must fit the budget to save the team. The budget is 80 in season 1 and grows by 10 with each new season (90 in season 2). With 80 you could start four players at 96+, eight at 90–91 or ten at 88–89. Since the top salary is 20, every lineup allowed by the old rule (up to three past-season players) still fits. Club funds and purchases cannot raise the budget, and auto-fill picks the strongest lineup within it. Tap the salary bar in team management to see the salary table and your remaining budget.

Open My Players in My Club to manage owned cards and view player records by season. The Hall of Honors brings together your season records and earned titles, and lets you choose a displayed title. Season achievements belong to that season’s challenges; permanent titles remain yours in later seasons once earned.

From season 2, season achievements worth 40 points or more (or tier steps) also give items. 40–79 points give 1 potential boost ticket, 80–149 points give 2 boost tickets, 150–249 points give 3 boost tickets and 1 premium scout ticket, and 250 points or more give 3 boost tickets and 2 scout tickets; achievements under 40 points only add points. Each achievement or step pays once per season, with no limit on how much you can get in a season. The achievement list shows what you received and what the next completion gives. Season 1 achievements pay all at once during season 2 from the Claim button on Home, using the same table.

From season 2, owner grades (Rookie, Bronze, Silver, Gold, Platinum, Diamond, Legend) follow your top percentage in the owner ranking instead of achievement points. The top 2% are Legend, up to 8% Diamond, up to 20% Platinum, up to 40% Gold, up to 70% Silver and up to 90% Bronze; everyone else is Rookie. The grade set by your final rank when a season ends shows as your tier through the next season. Grades up to season 1 stay as they were, based on achievement points.

Season 1 record rewards: during season 2, signed-in owners can claim a one-time reward for their season 1 Hall of Fame records from the Claim button on Home. It counts season 1 players who retired at 30 or older before season 1 closed. By Hall of Fame rank (your highest player): #1 gets 15 reroll tickets, 3 premium scout tickets and 3 potential boost tickets; #2–10 get 10 reroll, 2 scout and 2 boost tickets; #11–100 get 7 reroll, 1 scout and 1 boost ticket; #101–500 get 5 reroll tickets and 1 scout ticket; #501–1000 get 3 reroll tickets. By legend score: 5 or more Icons (1,800+ points) give 3 boost tickets and 1 scout ticket, 1–4 Icons give 2 boost tickets, and Legends only (1,100+ points) give 1 boost ticket. By Ballon d'Or: 5 or more winning players give 7 reroll, 1 scout and 1 boost ticket, 2–4 give 5 reroll tickets and 1 boost ticket, and 1 gives 3 reroll tickets. The three parts add up. Offside Cup results are not added because each cup already pays its own rewards. If you have season 1 achievement rewards, this appears after you claim those.

Duo synergies check both player type and lineup position. W/LW/RW is a position: placing a Speedster there does not satisfy a Winger type requirement. Tap a player card to check its type. Overlapping run requires Attacking fullback and Winger types on the same flank. Each duo applies once even with multiple matching pairs; different synergy effects add up. Strong-foot fit depends on position and foot, regardless of type. National team lineup applies when 7+ starters share any nationality and adds a total of 1.5 line strength in that country's own style (for example, Korea's Relentless press is midfield +1 and defence +0.5, Spain's Tiki-taka is midfield +1.5). League colors applies when 7+ starters share their longest-played league and adds a total of 1.5 line strength in that league's style (for example, Premier League pace is attack +1 and defence +0.5). If National team lineup is also on, only the side with more players applies, and National team lineup wins a tie. Club teammates adds midfield +0.5 and defence +0.5 when 3+ starters share their longest-played club.

Owner team results come with a match report. It shows both teams’ expected goals (xG, where 1.0 means one goal on average) and the one comparison that decided the match. Show line comparison sets your attack against their wall (70% defense + 30% goalkeeper), the two midfields, and your wall against their attack. If you trailed in a comparison, the Fix button picks the slot that would raise that line the most and opens your lineup. Season stats collect expected versus actual goals, the comparison you trailed in most often, your record by formation, and appearances, goals and assists by player. Appearances count ranked matches a player started; matches played before this feature have no lineup record and are not counted. Expected goals explain a match and never change the result. Matches played before this feature have no report.

In ranked matches, the live commentary pauses when your team gets a decisive chance or faces a goal threat, and a moment card appears. Up to 3 times per match, you pick one of up to 3 options within 15 seconds, and the server decides the outcome and adds it to the commentary. Each option shows its success chance. Options that suit the featured player’s type raise the chance, and so does a rating above your starting lineup’s average. Bold options score more often but can leave you open to a counterattack, and some defensive options try to break forward after a stop. If you do not pick in time or press Skip to result, your manager decides, with the same odds as matches played before moments existed. Your picks are listed under Key moments in the match result. Friendlies and the OFFSIDE Cup have no moments.

From service season 2, owner team ranked matches use a ranking point (RP) ladder. A new team starts at 1,000 RP, gains 20 for a win and 3 for a draw, and loses 14 to 22 for a loss depending on its division. The higher your opponent’s RP, the more you gain for a win and the less you lose for a loss (up to 8 points), and a loss in a match you were challenged to costs half. Opponents are picked automatically from teams with similar RP and strength, and you can look for a different opponent up to 3 times per match. Team strength counts for more in ranked matches, and scene success chances follow the gap between your attack and the opposing defence. Teams sit in one of eight divisions by RP: Amateur, Semi-pro II, Semi-pro I, Pro II, Pro I, Elite II, Elite I and Master. The default boundaries are 1,050, 1,200, 1,400, 1,700, 1,800, 1,900 and 2,000 RP and may be tuned during live service. Reaching the next boundary promotes you right away. You drop only after falling 30 points below your division’s boundary. Teams that finish a season in Pro II or higher with 20+ matches that season earn a division badge and player reroll tickets (Pro II 1, Pro I 2, Elite II 3, Elite I 4, Master 6). Service season 1 used Elo ratings, with no divisions or rewards. Each new season starts with a new team.

The better a player fits their spot, the higher their fit, and when team synergy turns on through player type combinations, strong foot or players you raised yourself, your team gets stronger in matches. You can play up to 10 matches a day against other owners’ teams (one per opponent per day), and your team rating (RP from service season 2) rises and falls with the results. You can go for the owner ranking by collecting player, team, owner and manager achievements (player achievements run from stage 0 to 6, and team achievements also include Dream Team lineups and Offside Cup results), and you can customize your team logo and share a team intro image.

12. Offside Cup

Each service season, a cup tournament is held between owner teams. You enter on the tournament screen during the registration period, and only teams that fill at least 8 of the 11 starting spots (at least 6 in the Junior division, with youth players filling empty spots) and have not put any starter on the transfer market can take part. The field is 128 teams (64 in the 1st cup), first come first served. From the 3rd cup, a separate tournament is held for each team OVR division (Junior · Senior · Master). The Junior and Senior caps are set when registration opens, at the one-third and two-thirds points of that season’s team OVR distribution, and Master has no limit. You enter a division whose cap is at or above your team OVR, and you play in only one division per cup. At the group draw, if 30 or more teams have entered, the caps are reset by splitting the entered teams’ OVR into thirds, and every team is moved into the division that fits its OVR (with fewer than 30 teams, only teams over the cap move up a division). A division with fewer than 8 teams plays together with the division above it (teams moved up from Junior still take part with Junior eligibility). From the draw until you are eliminated, you cannot change to a lineup that goes over the cap. Teams are split into 32 groups of 4, and the top two in each group go on to a round-of-64 knockout. When the previous cup’s final ends, registration for the next cup opens right away, and owners who can take part are notified. Cup matches are calculated the same way as friendlies, but they are neutral matches with no home advantage, and each match is played only once. Results are decided not by average team OVR but by attack, midfield and defence strength with formation, synergy and manager adjustments added, so the stronger team can still lose. From the 3rd cup, as in ranked matches, strength gaps count for more: when your three lines are 10 points ahead, the odds over 90 minutes are roughly 72% win, 17% draw and 11% loss (up to the 2nd cup it was 62% win, 21% draw and 16% loss). A drawn knockout match goes straight to a penalty shootout with no extra time. Teams that have entered can see the expected win/draw/loss, calculated from the two current lineups, in the next match slot on the tournament screen. Lineups lock 1 hour before a match, and from then on every match in the tournament shows expected win/draw/loss that owners who did not enter can see too. Finished matches keep their pre-match expectation.

After registration, teams are seeded into draw pots by OVR. The top two teams in each round-robin group advance to single-elimination rounds. Group matches can end in a draw; tied knockout matches go to penalties. The default match time is 21:00 KST; check the tournament schedule. Starting lineups are locked from one hour before a match until it ends. Cup matches do not count toward challenge limits, ratings or league records. From the 3rd cup, each team OVR division (Junior, Senior, Master) runs its own cup, and you enter a division whose cap is at or above your OVR (one division per cup). At the draw, if 30 or more teams entered, divisions are re-split into thirds by the OVR of the entered teams. Groups usually have 3 to 5 teams depending on entries, and 5-team groups have a day with two matches.

Depending on your result, you receive player reroll tickets (champion 15 · runner-up 10 · semi-finals 7 · quarter-finals 5 · round of 16 3 · round of 32 2 · round of 64 or group stage 1). Quarter-finalists and above also receive premium scout tickets (champion 3 · runner-up 2 · semi-finals and quarter-finals 1), and semi-finalists and above also receive potential boost tickets (champion 3 · runner-up 2 · semi-finals 1). The 1st cup gave only reroll tickets (champion 10 · runner-up 7 · semi-finals 5 · quarter-finals 3 · round of 16 2 · all others 1). Prediction gives 1 reroll ticket for each match you call correctly, and from the 2nd cup you can receive up to 10 per cup. When you are signed in and creating a new player, you use reroll tickets one at a time on the candidate selection screen to redraw the three candidates. Redrawing discards the current candidates and any potential range you checked with an ad. Semi-finalists and above keep a trophy on their club profile, and the trophy shape and gem color are different for each cup.

13. Offside League

From Season 2, club owners compete in a season-long league. Entries are taken on the league screen from 7 days before a season opens until 5 days after it opens (no cap). At 09:00 (KST) the day after entries close, only teams with at least 8 of your retired players in that season’s starting XI are placed into tiers and leagues. Even eligible teams can be left out if the number of entries does not split into 7- and 8-team leagues, and they can enter again next season. The first 5 days after the opening are for building that season’s club. Each league has 8 teams (some have 7 depending on entries, and in a 7-team league one team rests each round) that play each other home and away over 14 rounds, with a match every day at 13:00. The home team has a small advantage. Tier 1 has one league, tier 2 has two, and each tier below doubles; in the first season, tiers fill from the top by team OVR at the entry deadline. A win is 3 points and a draw is 1, and ties are broken by goal difference, goals scored, then head-to-head. In every league, 1st place goes up a tier next season and 7th and 8th go down a tier. You cannot change your squad from 1 hour before a match until it ends, but the transfer market stays open. A team with fewer than 8 of your retired players in the starting XI forfeits 0-3; after 3 forfeits, every remaining match is a 0-3 loss and you start next season in the bottom tier. The table marks champions, promoted, safe and relegated teams once no remaining result can change their place, and the final round can be watched with every match in the league live on one screen. The league screen also keeps the top scorers and the longest winning and unbeaten runs. The league is settled as soon as the final round ends. Rewards are trophies, titles and items rather than club funds. In tier 1, 1st place gets the League Champion title plus 15 reroll tickets, 3 premium scout tickets and 3 potential boost tickets, 2nd gets 10, 2 and 2, and 3rd gets 7, 1 and 1. In every league from tier 2 down, 1st place (promoted) gets 7, 1 and 1 and 2nd gets 3 reroll tickets, whatever the tier. Finishing all 14 rounds without a forfeit adds 2 reroll tickets. Next season, tiers follow last season’s results; if a spot opens in a higher tier, the 2nd-placed teams below move up first and also get 1 premium scout ticket. Teams entering for the first time are placed by OVR but no higher than tier 3.

14. Transfer market and club funds

You buy and sell retired player cards in the transfer market on the My Club screen. Past-season player cards can be bought and sold too, and starting a past-season player in an owner team uses salary budget. Each card has a base price set from the value of its peak-OVR season, and you can see recent prices for players of the same position and grade in a chart.

Releasing a player you raised yourself gives you club funds equal to the card’s base price. Club value is your club funds plus the base prices of the player cards you own.

You can lock players you want to keep in the owner team locker room. A locked player cannot be put on the transfer market or released, and both players you raised and players you signed can be locked. Take a player off sale before locking them, and you can unlock from the locker room or from the sell and release screens in the transfer market.

You can buy player reroll tickets with club funds. Buy them in the reroll ticket shop on the My Club screen. The price rises each time you buy another one on the same day, and there is a daily purchase limit (starting at ₩10 billion and doubling each time, 3 tickets a day). The price and count reset at 00:00 KST every day. Bought reroll tickets are used together with reroll tickets earned in the Offside Cup. In the app, on top of reroll tickets, you can also watch a rewarded ad to redraw candidates up to 2 times a day.

In the app you can buy premium scout tickets. Using one at the candidate selection screen draws three new candidates and reveals their potential right away. One of the three is guaranteed A potential or above, and every candidate has twice the normal S chance (three times from season 2). Bought scout tickets can be used on the web too, and the odds by grade are published in the premium scout ticket shop on the My Club screen and on the Odds and fairness page. If you use 29 without an S candidate, the 30th is a guaranteed S candidate, and every 100th ticket in total is a guaranteed S candidate with the maximum potential (96); from season 2 these come sooner, with a guaranteed S candidate at the 20th ticket and a maximum-potential S candidate every 70th ticket in total. You can also buy 1 a week with club funds, and receive them for a retired number or as a friend invite reward.

Records of club funds coming in and going out (releases, sales, signings, reroll ticket purchases, and club funds used instead of ads) are in Club funds history, which opens when you tap club funds on the My Club screen.

15. Card challenges

In Card challenges on the My Club screen, you hand in the cards of retired players you raised yourself that meet the conditions. A card you hand in is removed from your club and does not come back, and unlike a release it gives no club funds. Your Hall of Fame and retirement records stay as they are.

There are three challenges that change every day at 00:00 KST: Easy (2–3 players), Normal (4) and Hard (5–7). You can hand in each challenge once a day, and on a day you hand in all three you receive items such as reroll tickets and potential boost tickets. The amounts are shown on the Card challenges screen. Handing in only some of them gives no reward. Conditions are based only on values printed on the card, such as position, detailed position, peak OVR, nationality (same nationality or all different), longest-played league, season and strong foot.

You cannot hand in players you signed from the transfer market, locked players, players in a manager career or serving as manager, players listed for sale on the transfer market, or players in this season’s starting lineup. Offside Cup squads are inside the starting lineup, so they are blocked too. When you complete all of the daily challenges on 10 days, you receive the permanent title House of Tribute.

16. Manager career

Signed-in owners with a Google account can start a manager career from Manager career on the My Club screen, using a player card they own now (both retired players you raised and players you signed). Once it starts, that card is classed as a manager and removed from this season’s starting lineup, friendly lineups and presets (youth players fill the empty spots), its sale listing is taken down, and it cannot be put on the transfer market, released or locked. Club value drops by the amount that left the lineup. While you are in the Offside Cup, a player in the starting lineup cannot be turned into a manager.

Only one manager career can be in progress at a time. Your playing record becomes the starting values. Position feeds into manager style, professional seasons and appearances into squad grip, the number of clubs you have been through into adaptability, and the number of titles into board trust, while peak OVR and legend score count only toward fame (the level of your first club). A manager career lasts 8 to 10 seasons. Each season you set the formation (4-3-3·4-4-2·3-5-2), style (attacking, balanced, defensive, counter-attacking) and board target, pick one option in the transfer market, answer 2 to 3 season stories, and then see the review. If you fall short of the target you can be sacked, and you can start over with an offer from another club.

If you give up partway, the card returns to the original player, and you have to put them back in the starting lineup yourself. If you finish, the manager card (formation mastery C to S, style, up to 2 specialties, grade and ending title) is confirmed, and you can start a new manager career with another player. A manager card cannot be traded, but you can sack the manager from the manager screen. If it was a player you raised, you receive club funds equal to the card’s base price, as with a release, and if it was a player you signed, you receive no funds. A manager seated in the manager slot can be sacked after you empty the slot, and a sacked manager cannot be brought back. Manager records and achievements you have already earned stay.

Each owner team has one manager slot. When you seat a finished manager, the mastery for your current formation (S +1.0 · A +0.6 · B +0.3) is added to the three lines of attack, midfield and defence, and the style raises one line while lowering another slightly. A specialty adds its bonus only when its matching team synergy is on (Youth development gives midfield and defence +0.5, and the others give +1 to one line). Even if several matching synergies are on, each specialty is added only once. Variant shapes such as 4-2-3-1 use the mastery of their base formation (4-3-3·4-4-2·3-5-2). The adjustment for each line stays between −1.5 and +3.0, so a total over the limit is cut off (the manager slot adjustment breakdown on the team screen shows the value for each source and the amount cut off), and between equally strong teams even the best manager raises the win rate by less than 5 percentage points. With the manager slot empty, matches play out as before. While the cup lineup is locked, the manager cannot be changed either. Manager careers have no paid items.

17. Friends and friendlies

Owners can become friends through a friend request on a team profile, a friend code or an invite link. You can play up to 10 friendlies a day against a friend’s team. Friendlies do not count toward rating, record or achievements, and only your head-to-head record against that friend is kept.

Friend invite event: when an owner who has not yet retired any player sends a friend request using a friend’s invite link or friend code, it is recorded as an invite. When that owner finishes a player career through to retirement, both of you receive 3 player reroll tickets and 1 premium scout ticket. A person can be invited only once, and the inviter’s reward is limited to 10 times. You can see invite progress on the Friends screen.

18. Daily check-in

Signed-in owners can stamp once a day in the check-in window on Home and receive that day’s reward. The window pops up on Home once a day, and after you close it you can reopen it from the check-in row on Home. A day changes at 00:00 KST. Stamps collect on a 28-slot stamp board and do not disappear when days are not consecutive; when you fill all 28, a new board starts.

Each slot has a reward. On a normal day it is 1 player reroll ticket; slots 4 · 11 · 18 · 25 give 1 potential boost ticket, slot 7 gives 2 potential boost tickets, slot 14 gives 1 premium scout ticket, slot 21 gives 3 potential boost tickets, and slot 28 gives 2 premium scout tickets, 3 potential boost tickets and 1 player rename ticket. Filling a whole board gives 20 reroll tickets, 12 potential boost tickets, 3 premium scout tickets and 1 player rename ticket.

Your streak continues even if you miss up to one day a week (Monday to Sunday), and if you miss two or more days it counts again from day 1. When you are not signed in you can only see the stamp board, and once you sign in you can check in right away. If a signed-in owner with notifications on in the app has not checked in that day, a check-in reminder is sent once at around 19:00 KST. If you keep skipping days, it is sent only up to three times, and it resumes once you check in again.

19. Season pass

From season 2, signed-in owners can buy a season pass in the app (₩9,900, one season, no auto-renewal). You get the stage 1 reward as soon as you buy, and stages open up to stage 14 based on how many players retire after playing to age 35 or older that season. Up to 20 retirements a day are counted. Even if you buy partway through the season, counting starts from the beginning of that season. You can see your progress in the Season pass on the My Club screen even if you have not bought the pass.

Each stage gives reroll tickets, potential boost tickets and premium scout tickets. The base stages go up to 25 retirements, with bonus stages at 30, 40 and 50. Opening all 14 stages gives 59 reroll tickets, 65 potential boost tickets, 14 premium scout tickets and 2 player rename tickets. Tapping Claim collects the rewards for all the stages that are open at once, and you can claim on the web too. Buying one more in the same season becomes the next season’s pass. If you refund the payment, the pass closes and the items you received are taken back as far as you still have them.

20. Club membership

Club membership is a ₩4,900 monthly subscription you join in the app and it renews automatically every month. While you are subscribed, you get double check-in rewards, 1 extra potential boost ticket each time you check in, no app ads (rewarded ads give their reward right away without an ad), and a supporter badge next to your name on your club and in your friends list. With the same owner account, the check-in benefits and badge apply on the web too, and web ads are turned off.

You cancel in the subscription management of the App Store or Google Play. After you cancel, the benefits continue until the period you already paid for ends. On another device, tap Restore purchase on the membership screen with the same store account to bring it back. Remove Ads you already bought stays even after the membership ends. Owners who bought Remove Ads before the membership launched (before November 1, 2026) get a one-time thank-you gift of 5 potential boost tickets and 5 reroll tickets in the Home gift slot.

21. Player rename tickets

Signed-in owners can change the name of one of their players with 1 player rename ticket. For a player in progress, use the pencil next to the name on the player screen; for retired players and players signed from the transfer market, use Manage player on the My Players screen. Names can be up to 12 characters, and links and profanity are not allowed.

A changed name is shown in the Hall of Fame, the transfer market and club matches. A name hidden after a report cannot be changed. You receive 1 rename ticket at check-in slot 28, and you can buy them in a pack of 5 in the app store.

22. Service seasons

Rankings and records in the Records room are counted separately for each service season. Season 1 opened on October 6, 2026, and players created before that remain as pre-season records. Which season a player belongs to is decided by the time their first season record was uploaded to the server, and it does not change when the next season opens. In a new season you build a new owner team. The player cards, club funds and items you own carry over, and past-season player cards can still be bought and sold in the transfer market.

The length of a season is not fixed by date but set by the season progress that players fill together. Careers that retire after playing to age 35 or older fill the progress, and there is a limit on how much one person can add in a day. When progress reaches 90%, a closing time is set and the time left is shown on Home. A season lasts at least 2 weeks and at most 25 days, and if the Offside Cup has not finished yet, it continues until 00:00 KST the day after the final. The next season opens right at the closing time.

Saving your progress

On the web, your progress (save) is stored only in this browser. To move it to another device or the app, copy the backup code or save a file from In-progress career backup in Settings, then paste the code or pick the file on the new device.

In the app (Android and iOS), your progress is stored only on that device. When you switch devices, copy the code or export it with Share from In-progress career backup in Settings, then paste it into the same box on the new device. The app does not pick files, so paste the code or the exported text.

Do not send your backup code to anyone. Career and season summary records and your choices while playing are, however, also saved on the server by anonymous profile for service improvement and balance analysis. Records of players retired at age 30 or older appear in the Hall of Fame. Earlier retirements remain in My Players only. If “Show player name” in Settings is on (the default), your player names are shown on Home live status, in the Hall of Fame and in server-first achievements; if it is off, they are shown anonymously. For details, see the Privacy policy.

Start your first career