SOS RULES
Each player has a name, a Skill Level (SL), an age, a certain number of Disciplinary Points (DPs), and an Endurance Level (EL). In addition, a player may either be qualified to play at one position (GK, SW, DF, MF, or FW), or more than one position (SD, DM, MA, and UT).
Player Names
Managers may use player names from 1 to 19 characters. A player is named by the manager of the club that the player joins when he first enters the league. The name of a player may be changed at any time. If the change occurs during the regular season, the cost is 10k per change. If the change occurs before the beginning of the season, the change is free for the first 5 player names changed and 5k thereafter.
Player Positions
Six positions exist in SOS Soccer Manager:
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Goalkeeper (GK)
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Sweeper (SW)
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Defender (DF)
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Midfielder (MF)
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Winger (WG)
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Forward (FW).
A player is generally qualified to play at one position when he enters the league.
A player may play in a position for which he is not qualified, but he will not be as effective, this is due of Out of Position penalty or OOP.
Multi Position Players
However, some players are designated as "multi-position players".
These players include SD, DM, MA, and UT.
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SD can play at SW and DF with no SL penalty for OOP.
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DM can play at DF and MF with no SL penalty for OOP.
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MA can play MF and FW with no SL penalty for OOP.
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UT can play at DF, MF, and FW with no SL penalty for OOP.
Note that SD, DM, MA, and UT are not match positions and may not be used as such.
Multi Position Player Restrictions
You may acquire/trade as many multi-position players as you want in a season. However, your roster may never exceed 5 multi-position players. If you exceed 5, you must downgrade a multi-position player immediately to a normal position player. That downgraded position must be one of the positions the player plays at normally.
For instance, an MA would be downgraded to a MF or FW but not a GK, SW, DF, or WG.
At the moment this has to be done by the league commissioner
You cannot bid on a multi-position player in the auctions if you already have 5, the bid will be voided.
Wingplay
Wingplay is a method for teams to create some extra OFF production by playing the ball wide and spreading the defensive line of the other team. WG is considered one position removed from MF or FW for OOP purposes. There are no multi-positional WG combinations.
WGs shoot from halfway between MF and FW for offside and on target. There can be no more than a total of 4 FW and WG players total on the field at any time. There must still be a minimum of 1 FW playing at all times, as without at least 1 FW there is no one to cross the ball to easily. Teams are allowed 0-2 WG on the field at one time.
The main advantage to WGs over FWs or MFs is that WG have a higher SL multiplier for creating OFF. For all match Tactics the WG OFF Production is SL * 1.25. The exception being "Early Cross" where the multiplier is 1.75.
The main disadvantage to WGs over FWs or MFs is that WG have a lower chance of getting shots allocated to them. This is because they are often wide of goal in non-scoring positions. The WGs get credit for OFF production for shot allocation purposes at the rate of SL * 1 / the current OFF production multiplier.
The more players playing at FW/WG at one time, the more the WG advantages and disadvantages are increased. For each other FW or WG on the field, the OFF production multiplier is increased by 0.05.
Examples:-
WG FW WG Normal Tactic
WG OFF production is SL * 1.35 for each WG
WG OFF production for shot allocation is SL * 1 / 1.35 (~0.74 about the same as a MF)
In this example the WG players are kind of like a MF player that has converted all the DEF production into OFF production.
WG FW FW WG Early Cross Tactic
WG OFF production is SL * 1.90 for each WG
WG OFF production for shot allocation is SL * 1 / 1.90 (~0.52 about the same as a MF)
In this example the WG players are the core of the teams offense. A pair of SL 28 WGs would produce 106.4 OFF. This is a massive OFF production from just two players, but is balanced off by a reduced production in the rest of the team, and the fact that with marking coming into play WG OFF can be quickly chopped down to size. So yes it can be lethal, but also deftly controlled by the right team as well.
Skill Level
Each player has a skill level (SL), which is an integer that quantifies his ability to perform on the field at the positions for which he is qualified. The SL will decrease with age (see ageing) and can be increased by Coaching or Training.
Coaching/Training
The SL may increase with training (TP) for young players (Ages 0 and 1) or with coaching (CP) of older (age 2+) players.
The effect from coaching or training is an increase of 1 SL for that player, which takes effect at the END of the match provided that player has played 45 minutes in the match.
The first CP and TP used in each match are free. A club may elect to coach or train more than once per match (if the CP/TP are available) at a cost of 25k per additional coaching/training.
Subs can be trained or coached as any other player can, provided they meet the requirements above (45 minutes played).
No player can be trained or coached more than 10 times in a season, this is reflected in the Points Used (PU) field on the rosters
To reiterate (as it's a common mistake by new managers):
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ONLY age 0 and age 1 players may be trained
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ONLY age 2 and older players may be coached
Note that you may only use 4 CP slots and 4 TP slots (total of 8 slots) per match.
Players
OTF
Each club has an OTF bonus, which reflects its ability to work as a team with short, accurate passes.
Each club begins the season with an OTF of at least 1. A club may coach its OTF bonus in any match. The effect of this coaching is to increase that bonus by 1 point, to a maximum value of 10. This increase will take place at the beginning of the next match, just like playing coaching or training.
The cost of coaching the OTF bonus is 2 CP per OTF point. Both CPs must be used in the same match. Note that it does not cost 25k to increase the OTF bonus by using 2 CPs in one game, as it only uses one coaching slot. If you coach a player in the same match, you pay the $25K.
OTF bonus decreases by 30% at the end of the season.
For instance, an OTF of 7 * 70% becomes an OTF of 5 (4.9 rounded up) for the next season.
Post-Season OTF Loss Table
Age and Ageing
Age
Each player has an age, which is an integer greater than or equal to zero. Players join the league with age 0 (unless they are acquired in a draft or auction). At the end of each season, each player's age increases by one.
Ageing
Each player loses SL as he grows older. This loss depends on his age as indicated in the following tables (which may be extended as necessary in future seasons to accommodate older players):
Mid-Season SL Loss
Mid-season loss occurs at end of the halfway point of the season (the commissioner will indicate when mid-season aging occurs).
MSA usually occurs in SESL after CECIL Cup Final
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* Note that in SFLSL, 0/30 players age 2 levels
Post Season SL Loss Table
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Thus 11+ in post season aging refers to SLs 11-20. Making the rate of aging dependant on a player's SL makes it more difficult for managers to produce and maintain players with SL 20+ and gives weak clubs a break.
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Players move to the next age level at the end of the season.
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Post-season loss occurs after the final post-season match of the season
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If a player's SL is less than 1 at the end of a season, he immediately retires
Apprentices (Age 0 players)
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An age zero player is known as an "apprentice".
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An apprentice becomes "seasoned" at the end of the match that he completes his 360th minute of play.
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When an apprentice becomes seasoned, his Skill Level rises by 2.
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If a player ages to age 1 without becoming seasoned, he will not ever get the seasoning bonus.
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AGE 0 PLAYERS MAY NOT PLAY OUT OF POSITION.
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Apprentices may also be picked up via the draft or auction. In addition, they can be freely purchased according to the following table.
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UTs may not be created as apprentices though they could appear in a draft or auction.
Endurance Level (EL)
Because of the hectic and exhausting schedule that SOS teams maintain, it is not possible for most players to play every match without being injured. Each player therefore has an "endurance level" or "EL".
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A player must spend EL to play. The amount of EL spent depends on the player's aggressiveness and the number of minutes he is on the pitch
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A player who runs out of EL risks |injury if he continues playing due to exhaustion.
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Each player gains a certain amount of EL after each match
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A player may accumulate unused EL, but the total accumulated may never exceed 10
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Players are considered well rested at the beginning of the regular season (EL 10)
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There is no EL boost before Playoffs or matches missed in Cups for teams knocked out
The Roster
Each club has its own roster of players. There must be between 18 and 25 players on any team roster. The commissioner will publish the updated team rosters every session.
MANAGERS MUST KEEP THEIR ROSTERS AT 25 OR FEWER PLAYERS. If you have more than this, you should use the sign/retire web page to remove one or more players as needed. You will not be allowed to acquire any players in an auction should your roster already be at 25 players. You cannot retire players above SL 8
Roster Example
Roster Key