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Hattrick Live

Hattrick Live perfekte Unterstützung für deine sportlichen Ziele

SPORT1. Hattrick – 2. Bundesliga. Moderatorin Laura Wontorra ist am Montagabend in den Stadien der 2. Bundesliga im Einsatz. © Getty Images. Many translated example sentences containing "Hattrick live" – English-German dictionary and search engine for English translations. Many translated example sentences containing "Hattrick live" – German-English dictionary and search engine for German translations. Event in Hattingen, Germany by Hattrick- Real Acoustic Music on Saturday, April 14 Hattrick Live Sport1, , Fußball. Auswärts geht nix! Gerade mal drei Pünktchen ergatterte Bielefeld bis zur Länderspielpause im März auf.

Hattrick Live

Am Montagabend wurde das „Topspiel“ eines Spieltags live übertragen. Sport1 zeigte vor diesem Spiel ab Uhr selbstproduzierte Interviews mit Trainern. Hattrick Live Sport1, , Fußball. Auswärts geht nix! Gerade mal drei Pünktchen ergatterte Bielefeld bis zur Länderspielpause im März auf. SPORT1. Hattrick – 2. Bundesliga. Moderatorin Laura Wontorra ist am Montagabend in den Stadien der 2. Bundesliga im Einsatz. © Getty Images. You can find it via the link at the bottom of the default orders page or in a separate section on the advanced orders page. Direct set pieces are penalties and direct free kicks. If both clubs promote Stadt Spiele the top series at the same time, only the primary club will What Is Piggy Bank to promote. There is no risk of a team spirit drop if you sell a youth Handy Spiele Apps Kostenlos within 6 days of him joining the senior squad. When no World Hattrick Live matches are scheduled, the national teams Slots Richtig Spielen play friendlies. This means an additional expense for each player you buy each week.

Hattrick Live - Inhaltsverzeichnis

Hintergrund Reihen Interview. Bei allen wurden schöne 4,5 Prozent generiert. Die Sendung lief freitags um Uhr und sonntags um Uhr. Sport1 hielt die alleinigen Erstverwerterrechte für die Spiele der 2. Auch hier war einer der drei Moderatoren live vor Ort. Steter Bestandteil war auch ein Livespiel aus der Liga, das montags lief. Eine Ära ist zu Ende. Additional club will start with some initial funds just as any other new clubbut owners will not need to do the manager license. Team name:. Bookings from league, cup, and qualifying games are all counted as the same. Special events are match events depending on players' Spiele Bagger, and Solitär Online Spiele their specialities, which makes it a strategy itself to compose a squad Alcoholicos Anonimos Decimo Paso has a good balance of player specialities. It is perfectly possible for both teams to play Hattrick Live. Everything about changes in skills is described in the chapter about training. If you wish, you can use the 'Transfer Compare' button in order to see what a similar player has recently been sold for on the market. Hattrick Live

When calculating this "Pressing skill", the experience bonus is added for each outfield player, as normal. Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report.

You will never find out which team could have benefited from the chance. It is perfectly possible for both teams to play Pressing.

The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled.

Counter-attacks mean you deliberately let your opponent control the ball, and as soon as they fail with an attack you try to make a fast counter-attack.

Playing counter-attacks could be a good option if you have a very good defence and attack but a bad midfield , and especially in combination with your opponent having an ineffective attack.

Advantage : You can gain additional attacks you get the chance to counter-attack when your defence has managed to stop an opponent's attack.

Relevant Skills: The total sum of your defenders' passing and defending skills determine your CA tactical skill.

Passing is twice as important as defending. If you're dominating the midfield, then you will just suffer the disadvantage. All counter-attacks are reported in match report.

Attack in the middle AIM means your team focuses on attacking down the centre of the pitch, at the expense of attacks on the wings.

In other words, you trade wing attacks for attacks in the middle. Relevant Skills: The total passing skill of all your outfield players determines your AIM tactical skill.

Whenever an attack is switched from the wings to the middle, it is shown in the match report. Attack on wings AOW works in the same way as "Attack in the middle", only in reverse; meaning you trade middle attacks for attacks on the wings.

As there normally are less attacks in the middle than on the wings, you convert percentage-wise slightly more of them.

Relevant Skills: The total passing skill of all your outfield players determines your AOW tactical skill. Whenever an attack is switched from the middle to the wings, it is shown in the match report.

Play creatively PC means players try to make more use of their specialities, and other attributes. Advantage : You increase the chance for special events both positive and negative, including weather events occurring during the match - for both teams.

Disadvantage : Your team defence gets somewhat worse. Relevant Skills: PC does not require any specific skills, nor receive a tactical skill level.

To make good use of it, a SE-optimised team i. When playing long shots LS your players are instructed to rather go for a long shot than playing the whole attacking sequence through.

In other words, you trade attacks through the middle and on the wing for long shots. A long shot then pits the shooter against the goalkeeper.

Disadvantage : Your wing and middle attack, as well as your midfield, get a little bit worse. Relevant skills: Your outfielders' scoring and set pieces skills determine the LS tactical skill.

Scoring is three times more important than set pieces. When an attack has been converted to a long shot, any defending team using the pressing tactic has a chance to steer off the shooting opportunity.

If the shot is not steered off, an outfielder inners and wingers are twice as likely takes the shot. The quality of the shot depends on the appointed shooter's scoring and set pieces skills, and then the goalkeeper can attempt to save the shot using his goalkeeping and set pieces skills.

For both shooter and keeper: A bit of both skills is needed, and it's better to have some of both skills than much of one.

Hattrick is designed so that you are able to assign orders on all pages, in a suitable context. If you're checking out your stadium there's an orders list for improving your stadium on the spot.

If you're checking a player you can put him up for transfer with a simple click. One orders list is more important than the others, though: the Match Orders List.

This is where you decide how the team is to play in a certain match, which players should be included, who's to be captain and some other things as well.

You'll find the Match Orders List on the "Upcoming Matches" page, and you can place separate orders for all scheduled games.

This is a way to design a strategy for several weeks ahead, if you won't be able to coach the team at that time.

A risk, though, is that you might have some injuries, suspensions or changes in form that will make you want to adjust your orders for upcoming games.

You don't have to place orders, though. The team will use your standard formation in upcoming games, and will train in the same way as the last round if you don't adjust anything.

You can define a standard formation using the normal "Orders" page. Injured players will be automatically replaced by substitutes, as previously discussed.

The Match Orders List is built around a traditional formation, where you can choose which player goes where from a scrolling list.

If a player is projected to be injured and, therefore, expected to be unavailable for a game, he'll be marked in red in the menu.

If you choose a player for a position, and he's already selected for another one, the player will disappear from his former position.

In other words, you can't assign a player two positions. If you wish to play a formation other than , this is done by moving a player.

For example, to move a player from left wing back to inner midfield, you would choose the player in the left wing back box, and give him an "extra inner midfielder" position.

This means you've changed your lineup to , playing without a left wing back. This is how you switch formations.

Converting a forward into a defender would turn the formation into , as another example. Read more about this in Chapter Individual orders and repositioning.

You also choose substitutes, the team captain and the set pieces taker from the Match Orders List. Through a sub-page to the "Match Orders" page, you choose the order of your penalty takers, should a game end in a penalty shoot-out.

We recommend that you choose a "standard setup" for your team. This is done by clicking the "Make this the standard setup" box before sending your match orders off.

This means that Hattrick will assume this setup for future games, but you can always adjust your setup according to the particular circumstances affecting matches ahead.

Thus, you can't reposition a player as a wing back or a winger. Having two right wingers, for example, would defy logic.

On the other hand you can always give your "Inner midfielder 2" an individual order to go "Towards Wing", applying some extra force there. When you reposition a player he will act as any one of the players normally would in that position, apart from him not being able to completely optimise his game he'll contribute slightly less as an "extra inner midfielder" than if he had been a real inner midfielder.

This is because there will be too many players in the same place, getting under each other's feet. In real life no team would line out with a formation.

This is simply because it wouldn't pay off. Accordingly, it won't pay off in Hattrick either. There are two blocking devices designed to deter you from experimenting too wildly:.

Note that you don't have to experiment with different formations. When you reposition somebody there's a slight waste of his abilities in the new position that can't be exploited.

A lot of gamers will, of course, believe that an unusual formation is worth the price, maybe because of the squad's capabilities, or because they believe they can outsmart an opponent.

As mentioned in the lineup chapter; if one of your players gets injured, the substitute for that position will enter the pitch automatically.

But you can also set up preconditioned substitutions. You can in advance set up substitutions for a match, either for making that master-mind tactical move or just to swap a tired player for a fresh one.

You can for example change a forward for an extra defender to secure your lead in a game, or swap a defender for a forward if you're down.

You can also choose to change the individual player order for a player. You pick the player you want to leave the pitch and the substitute who will enter.

You then decide the conditions of the substitution. Moreover, in the advanced options you can also add a condition if one of your or your opponent's players gets a red card and change the player's position.

Similar to adding a substitution you pick the player in mind and then add the conditions for when you want him to change behaviour.

You may add up to five different player orders substitutions and behaviour changes. But remember, the referee will not let you make more than three substitutions in a match.

All your player orders will be carried out in the match as soon as all the conditions set before the match is met. If the condition isn't met, the order will not be carried out.

If you order a substitution in the 65th minute at any standing, the substitution will be carried out in the 65th minute.

So if you get into the lead in the 80th minute, your substitution will be carried out first then.

If you set up two orders for the 70th minute, one if you're in the lead and the other if you're in the lead by more than one, and is in the lead with when that time comes — both orders will be issued.

After the match you can see but not your opponent a list over all your player orders via a link on the star rating page, together with information when they were issued or why they weren't issued.

It's not possible to set up any conditions for injuries. If one of your players gets injured during a match, the automatic system deals with it.

This also means that an injury can mess up your substitution plans, just like in real life football. Managing a football team is not only about training and tactics, it's about psychology as well.

Your team has to want to win and they have to believe in themselves. Your team psychology affects your match results, and in return your match results also affect your team psychology.

The atmosphere at your club has a great influence over the performance of your team. Team spirit affects your midfield ratings, and the higher team spirit you have, the better your midfield will perform.

This, in turn determines the amount of ball possession you will get. Team spirit itself can be affected by a lot of things, but in particular your coach's leadership, the team attitude you set for each match, transfers and psychologists.

Your players have to believe in themselves to perform well, and a team with low confidence has trouble putting their opportunities away.

High confidence is normally a good thing, but if it gets too high players may underestimate weaker teams see below for more info. Team confidence is reflected in the attack sector ratings.

Confidence is largely dependent on the results of previous games, but psychologists are also known to boost it. Before each competitive match you tell your squad how important the match is.

Your team attitude setting affects how much ball possession you will get. You have three alternatives:. Match of the Season : Your players will do anything to win this one.

However, directly after the match the team spirit will fall, which means your players will not perform at their best for the following matches.

Play it cool : Your players are instructed to take it easy, as there are other more important games to focus on later.

Directly after the match, team spirit will increase and your players will perform better in the next matches.

Dishonest and aggressive players tend to get booked and sent off more often. Leadership is important for your appointed team captain and for your coach.

Psychological match events Events during a game may affect your team's performance. These events won't affect team spirit or confidence - only the match played.

It's not unusual for a team with an enormous lead to lose their momentum and to start backing off. However, a team performing unusually badly in the first half might get a telling off from the coach during the break, and pull themselves back together.

Whenever you're facing a team in a worse position than you and your confidence is strong or better; you may underestimate your opponent and play below your normal capacity.

The only way to completely avoid underestimation is to play 'match of the season'. If you do underestimate your opponent, the points difference, confidence level, team attitude and whether you are home or away decides the exact amount of underestimation.

Depending on the score you may recover somewhat at half time. In order to sell a player you have to place him on the transfer list.

This is done from the page concerning the particular player, always linked to his name. In the box to your right you choose under what category the player will be "advertised", and what you're asking for him.

You have to choose a category for the player to list him for transfer. You may choose any category from goalkeeper to forward, normally choosing the one best describing his qualities, of course.

You have to declare a reserve price for the player. This is the lowest amount for which you're prepared to let him go.

He'll be on the transfer list 3 days before going to the club that has offered the most for him, provided somebody has bid over your reserve price.

A sold player disappears off to his new club immediately after the bidding is over. If a buyer isn't found he stays at your club. He's there for 3 days, and that's that!

Also, keep in mind that all information on the player's abilities, personality etc. After every completed deal, the player's agent, mother club, and last club will all take their cut of the sale price.

The exact amount you will receive depends on how long the player has been with your club. After that you will only receive money for being the mother club whenever the player is sold.

The sale of a player after six days from his being pulled from the youth squad may result in a loss of team spirit.

In order to buy a player from another club you have to visit Hattrick's player market, under the "Transfers" menu. This is where you'll find out who's for sale.

You can only buy players on the transfer list. You can't buy, or exchange, for that matter, players directly from another club. If you don't see a player that you like in your country's local market - you can search either an individual country or by one of eight regions, these are all available from the drop-down box on the transfer search page.

When you've found a player you want, click on his name and you'll enter his player page. This is where you may place your offer.

You may bid on a player right up until the deadline. If someone places an offer less than 3 minutes before the deadline, the deadline will be extended for another 3 minutes.

This continues until all bidders but one retire. Also, when you win a bid, if the new player does not get along with his teammates, you may see team spirit decrease.

Once you have bought a player, you will immediately have to pay his first salary. This means an additional expense for each player you buy each week.

Keep in mind that the server might be down just as the deadline approaches. You'll be taking a chance by waiting until the last minute before making your move.

If the server is down, you're to blame for not acting earlier. Please also note that transfer deadlines can be extended in the fairest possible way in case of planned server shutdowns.

A great help when buying players is the information concerning his abilities, personality etc. However, the current market value of a player may differ greatly from what his TSI might lead you to expect as, above all, it's his top ability or abilities that is most relevant - a player being "world class" at something and "weak" in all other abilities will fetch a higher market price than one who is solid at everything.

Remember that even if current form doesn't have a lot of impact on the market value, it will matter for his next couple of games. An expensive player won't necessarily be the saviour you need to get your team out of a tight spot.

If you wish, you can use the 'Transfer Compare' button in order to see what a similar player has recently been sold for on the market.

Autobidding works in the same way as a normal bid would do. You can change either increase or decrease your maximum bid at any time, but you can't remove your current bid.

Your maximum bid is only visible to you personally, other managers can only see your current bid. You can have one active maximum bid at a time.

If your maximum bid has been reached, it does not count as an autobid anymore and you can set another maximum bid as needed. For some special cases such as when two teams make the same autobid or when two autobidders are battling against each other we have built in some smart logic.

After the completed deal the player's agent, mother club, and previous club will all take their cut of the sale price. On the player page you can always see how much you will keep if you sell a player.

Here are the basics:. When you're the previous club the money you receive depends on how many matches the player played for your team.

See Transfer Fees for more info. When you sell a youth player you are not considered the previous club.

But the next time he's sold you are considered previous club, provided he has played at least one match for your senior team. Whenever you sell or buy a player you risk a drop in team spirit.

The risk increases when you sell a nice player and when you buy a nasty player. There is no risk of a team spirit drop if you sell a youth player within 6 days of him joining the senior squad.

Transfer deadlines can be extended in the fairest possible way in case of server shutdowns. Also keep in mind that the server might be down just as the deadline approaches.

In order to avoid disappointment caused by an unexpected server downtime, it is advised to put your players on the transfer list at a price you think is reasonable, as otherwise you risk selling your player for a lower price than you had hoped for.

Good players and money are key aspects in Hattrick, which makes it very important that no teams benefit from abnormal activities on the transfer market.

This means that all bids should be in relevance to what could be considered reasonable for the player in question. Remember, it's not only prohibited to have several teams but also to "help" friends or family by buying players at inflated prices.

The GameMasters are fully authorized to cancel or adjust abnormal prices, hand out fines to teams or even ban the users involved.

You can acquire new players for your regular squad by recruiting youth players. This can be done in two different ways:. Promoting a random player from the outside to your senior squad is a simple and effective way to acquire new players.

Running a youth academy is more challenging, but may also be a lot more fun. You can only use one system at a time. If you are running a Youth Academy, you cannot promote a youth player from the scouting network.

However, your academy costs also counts as scouting network investments, making it swifter to get your scouting network up to speed if you decide to close your academy and use the scouting network instead.

You can acquire a new player each week by moving a junior player up into the senior squad. The better the youth squad activities are, the better the chances of the junior player succeeding.

You don't have any options on what kind of junior player you'll get, apart from choosing between a goalkeeper or an outfield player.

Don't count on receiving top notch players each week. Most junior players you try out won't qualify for the team. If you have one or two of them moving directly up into the team you should be satisfied - think about how things work in reality!

Most clubs put a lot of money into their youth squad, but there are also those who spend less money or none at all, buying reinforcements from the transfer lists instead.

However, if you do decide to build up your junior player structure, be prepared that it might take some time before your investment pays off with reasonably able juniors.

You may find there's little point in moving juniors up if your youth squad status is "poor", for instance. Many small investments are more efficient than a few large ones.

In other words, it's wise to make long-term plans - if you're willing to invest a lot of future funds into increasing junior player activities, large investments can be a way to get results quickly.

If you want to build up a decent structure gradually, without spending too much money, make a small investment each week.

The upkeep of the youth squad won't automatically cost you anything, but if you don't make sure of regular funding, the structure will deteriorate quite rapidly.

Once the level of the youth squad has dropped, it will take a long time to raise it again. You're only able to promote one junior player per week.

If you don't change the amount, the amount invested the previous week will be drawn. Information on your youth squad activities can be found in the "Your club" menu, under "The Club" caption.

This is also where you enter the amount of money you want invested into the youth squad, and where you move them up from, each week.

Having a youth academy means you will actively manage your youth team. You hire scouts, design the training and decide the line-up and tactics.

Your youth team will compete in a youth league of your choice; you can for example play in a league together with your friends or colleagues.

Every now and then your youth team can also play friendlies against other youth teams in the world. You activate your youth academy from the "Your club" menu, under "The club" caption.

You will get one trainer and one scout assigned to the team. You will also get some youth players immediately to allow your youth team to play matches right away.

However, those players are randomly picked boys from a local school and far from talented. Your youth team joins a youth league of your choice, or you can choose to create your own.

A youth league can have 4, 6, 8, 12 or 16 teams, and the league can be private the creator of the league invites people to the league or public free for everyone to join.

The league creator can also choose when the league matches should be played. Once a league is filled with teams it starts automatically. When you activate your youth academy you will immediately get a youth scout assigned to the team.

You choose in which region he should look for talents, and you may also tell him to look for a specific kind of player. If you tell him to look for a specific kind of player for example wingers he will offer you such a player most of the time, but the players will in general be worse.

On the other hand there is also a bigger chance that he finds that fantastic talent in a specific search. You may also hire additional scouts if you want, but you cannot have more than three scouts and not less than one.

Once a week, each scout will try to make you a player offer when you call him. He might come up with nothing, mostly because your request has been too specific or if the player demand in the region the scout is based in is so big that it hasn't got any youth talents at the moment.

Bigger regions user-wise produce more youth players than smaller ones. If you have more than one scout, you can also get a second offer and a third if you've got three scouts if you say no to the first one.

But remember, if you choose to turn the first offer down you will never be able to reverse that decision. Once you've said no to an offer, it's definite.

Your youth academy can host a maximum of 16 players at the same time. Players joining your youth academy will be years old.

Their skills are yet to be discovered, so you will not see their skills or personalities like you do for senior players. To explore your players you have got to try them out in different positions on the pitch, to see where they play the best.

You will also find additional hints in the match report. Once every week your youth team plays a league match and every third week you will also have the opportunity to play a friendly game.

You place your orders in advance and choose the tactic you want to play exactly as you do for your senior squad. Youth players are in general fast learners, depending on their character.

They can focus on two types of training at the same time, one primary and one secondary. The primary training has more effect than the secondary.

You can choose to train the same thing for example defending as both primary and secondary training, but the training effect will be bigger if you choose two different training types.

Youth players receive training from both league games full effect and friendly games smaller effect , so they can receive training twice the same week.

The effect of training appears right after each match and one day afterwards your trainer will give you a report about what has happened in the team, with a lot of good hints about the players' progress.

Taking the step from the junior team to the senior squad is hard for every young talent as they feel a need to impress the coach, the senior players and the fans with their qualities.

Some talents have a hard time to cope with this pressure, especially if they are promoted at a young age, and may not reach their full potential because of this.

A youth player must at least be 17 years old and have been a member of your youth academy for at least a season days before you can promote him to your senior squad.

Once a player reaches 19 years old, he will no longer be able to play in matches for your youth team. He does not have to leave the youth squad, but you will not see him on the pitch again until you promote him to the main team.

The academy does not have any specialists, they rely on their parents taking care of transport, bruises, injuries etc - which they do without any additional cost.

At the same time youth academies have no income either, the only spectators are usually just parents and friends to the youth players. Apart from that the only additional cost you will get is if you tell your scout to search for players in another region, then you might have to pay for his plane ticket.

If you want to deactivate your youth academy you can do that in between youth seasons or if your youth team is not a member of any youth league.

You must keep your youth team for at least six weeks though. A Hattrick season is 16 weeks long: 14 league rounds 8 teams in each series who play each other twice , one week for qualifiers and one week with no league activity.

The number of league levels can differ from one country to another, but the basic structure is always the same, like this:.

If you win your series you will either promote directly to a higher division, or play a qualifier to promote. In divisions II-VI the series winners with the most points promote directly, and the other winners have to play a qualifier.

In lower divisions, all winners promote directly and in odd numbered divisions VII, IX etc the runners up also promote directly. Series winners who have to qualify will face a team who finished 5th or 6th in the division above.

Out of the series winners that must play a qualification game, the ones with the best records meet the worst 6th place teams, and the ones with the weakest record are pitched against the best 5th place teams.

The team from the higher division plays at home. If the series winner wins, the two teams swap places in the league system. If the higher division team wins, they stay in their respective series.

If you end up in place 7 or 8 you will be relegated to the division below except for the lowest division.

The demoted team with the best record the best team out of those finishing in place 7 will swap series with the promoted team that has the strongest record.

The demoted team with the worst record swaps places with the weakest team that has gained promotion. At the end of each season all bot teams in division VI and lower will demote to the lowest possible division.

The only exception to this is at the very top of division VI, where any bot team that wins the series will either promote or play a qualifier as normal.

Bot teams in division V or above are treated in the same way as human owned teams in terms of promotion and relegation.

As these bot teams are demoted, additional teams will be promoted from the lower divisions to take their place.

These teams are selected by ranking, with the highest ranked teams receiving the additional promotion slots.

Should you feel your team is unable to cope in a higher division, it is possible to decline these slots unless you are already in the lowest division in your league.

Bot teams are always ranked 0, and as such will never receive this sort of promotion. If there are more bots above the bottom division than human managers in the bottom division, the system automatically closes the bottom division, and hence makes preparations for it.

The final standings are determined by, in order of importance, points, goal difference and goals scored. This in turn determines your ranking, which is used to decide who meets who in qualifiers and cup games.

The ranking is based on, in order of importance: series level, place in the series, points, goal difference and goals scored. For both ranking and league position: if all of these things are equal a coin toss decides.

If you finish first, second, third or in fourth place you will get some prize money. How much you get depends on your place and in which division you play:.

The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.

The budget and all matters concerning economy can be found at - yes, you guessed it! The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level.

If your team is automatically promoted from level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game.

If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. In league levels 7 and below, both the winners and runners-up of odd-numbered divisions gain automatic promotion without having to play a qualifying match.

Even-numbered divisions after this level will have only the winners promote without qualification. The runners-up in these leagues will stay in their leagues.

In divisions where two teams are promoted, the winner gets the higher bonus, while the runner up gets the lower bonus. When only one team is promoted, the winner gets the higher bonus, while the runner up doesn't get any bonus payment.

It's a lot of prestige to win the cup , and for your fans the cup is just as important as the league. The cup is also a good opportunity to make some extra money.

The big money is in the crowd revenue, so just advancing a few rounds can be a real bargain if you play in a lower division. Not all teams are able to participate in the cup though.

The number of teams accepted into the cup ranges from the best ranked teams to the 32, best ranked teams, depending on how big the league is.

For example, in a league with teams, will play in the cup. In a league with 10, teams, will play in the cup. The cup is always played midweek, see the league details for the exact time in your league.

The first round always takes place the week before the first league game of the season. Your opponent is announced one week in advance, for the next rounds your opponent is announced shortly after all matches for the current cup round have ended.

The highest-ranked teams are always seeded to meet the lowest-ranked teams, and the higher-ranked team always plays away a neutral ground is used in the semifinals and final.

Teams are first ranked by the division they will play in this season, then ranked within a particular division as follows:.

Teams within each group above are sorted according to the ranking at the end of the last season. The ranking stays the same for the duration of the cup.

All cup games not settled during normal time go to extra time. If they are not decided then, they go to a penalty shoot-out. For more information on how to select your penalty takers, see the chapter "Lineup: Experience and confusion".

In general, fans aren't very interested in the first couple of rounds of the cup, but their interest will increase as it goes on.

It's also true that the fans of a lower division team will want to see a game against a higher division side, but that is not true the other way around.

The best teams in the cup also get some prize money. There is no top scorer award for the cup. To give all your players training in their right positions, practice games are always an option if you're not playing in the cup.

Often it is used to let the reserves play and train, but it can also be a good way to test and train new formations and orders. Or why not challenge your best friend for a matter of honour.

The easiest way to get a friendly is to add your team to the friendly pool on the challenge page. Choose what kind of match and opponent you would like, and then the pool will automatically match your team against another team and book a friendly as soon as you meet the criteria set by a team that matches your criteria.

As long as you are out of the cup, and have not already booked a friendly, you can challenge any opponents that are also without a game.

Some teams may be unavailable for challenges due to their preferences or Manager Licence status. All of your challenges including teams who have challenged you are shown on the "Challenges" page.

Once a friendly has been arranged, it will appear on the fixtures page, and you can select your team in the normal fashion.

There are two types of friendly games: friendly game normal and friendly game cup rules. With cup rules the match is decided after extra time and perhaps penalties if there's a draw after full time.

International friendlies. You can choose to play abroad, or invite a team from another country to your arena.

If you are playing abroad, the game will be played at the arena's local match time. For example, if you are playing in Portugal, the game will be played at the regular Portuguese Wednesday match time i.

Regardless of where you'll be travelling your team will be leaving at p. CET on Tuesday and return by a.

International friendlies must be booked by Tuesday at the latest, and you can't book a new friendly at all until your team has returned home on Thursday.

If your team didn't play an international friendly, you can start booking an international friendly for the next week at a. The crowd turnout for a friendly is considerably less than for a competitive game.

Friendlies with cup rules attract more than normal friendlies, and international friendlies attract even more. Confidence and team spirit are not affected, nor are fans or their mood.

Moreover, the injury risk isn't reduced just because it's a friendly. If you want to play a friendly without any of the team getting the home team advantage, you can choose to play on neutral ground.

But if you play in an arena in your own region, you will still get the home team advantage even if you are listed as the away team.

The arena's owner will not earn any money from these friendlies. No matter where you choose to play, any match played against a foreign team is considered to be an international friendly.

Tournaments is the alternative competition system for Hattrick teams. You can join official ladder tournaments and try to become the 'King of the Hill', or you can play in tournaments that are run by managers themselves.

Note that you can still play regular friendly matches every week even if you play in a tournament. You have to be a Gold or Platinum Supporter to create a tournament.

The creator decides size, name, etc and then invites managers to the tournament. Gold and Platinum Supporters can join in for free, and others can also join in through Hattrick Gears.

When the tournament is full, it will start automatically and a forum for the tournament will be created as well. If the tournament is not full 72 hours before the first match should start, the start day will be postponed one week to the following Monday.

Tournament matches are played once a week, on Mondays, and you can participate in one tournament at a time.

If you are knocked out of a tournament, you are free to join another one. In a ladder your goal is to reach the highest rung and become the 'King of the Hill'.

And then stay there for as long as you can. To reach the top you challenge other teams listed above you in the ladder, and if you win you take their place in the ladder.

The challenger pays for the match and challenged teams automatically accept the challenge. The match is played 24 hours after the challenge has been made.

If the challenger wins, the Credit will be refunded. If you challenge a team and win, you take the position of the team you challenged.

The challenged team is moved down 1 position this also goes for any other teams in between the two teams in the ladder.

Example: Team A is on position 54 and challenges B, currently If A wins, A takes position 47 from B. B is moved down to position 48, and the team that held position 48 is moved down to 49, the team that held position 49 is moved down to 50, and so on.

After a match in which you were challenged, other teams can't challenge you for 12 hours from the start of the match.

This gives you a chance to challenge a team yourself and climb the ladder. After a match in which you were the challenger, you can't challenge another team for 12 hours from the start of the match.

This is to give other teams a chance to challenge you. It is also to prevent scenarios where for example 2 always immediately challenges 1, making it impossible for 3 to challenge 2 and take that position.

Matches are played on neutral grounds and they don't give you any income from spectators and no new members to your fan club. All tournament matches use the same match data as regular matches.

So your players' current form, skills, experience, injury status etc on the match day will be used. There are two exceptions though: team spirit and confidence is set to a fixed value and cards work differently.

See below for details. Tournament matches have no effect on your team or your players after match. Players don't get any training or experience from these matches, nor do matches have any effect on formation experience, team spirit and so on.

In Hattrick, just like in the real world, there are national teams competing against each other. But in Hattrick the coach of your country's national squad is elected by you!

Each Hattrick country has a national A squad, but also an U team featuring players 20 years old or younger. This means each country has two national coaches, both elected by the community.

The World Cup begins every second season and starts with a qualification round. There are three round-robin group stages, with 4 teams to a group and the top two teams qualifying for the next stage.

The final two rounds are playoff matches, beginning with the semi-finals and culminating in the World Cup final. When no World Cup matches are scheduled, the national teams can play friendlies.

Elections are held at the beginning of the season, starting the day after the World Cup final. Every second season you elect the national coach and every second season you elect the U coach.

Each coach is elected for two seasons, ending his term after the World Cup final. Note that you will need to have played Hattrick for at least four weeks in order to be able to vote in the national team elections.

The national coach picks up to 26 players from teams with real owners , including coach es , freely from those players with the same nationality as the team he is representing.

Once picked, the coach can see the same data for the national team players as you do for your own team. If one of your players is on the national team, his ability to play for your team will be unaffected.

National games and club games are played on separate days, so you can always use him. But matches for the national team will not give your player any training.

However, he does run the risk of being injured while playing for the national team. If your player gets to play a match with the national team there are several benefits for your club:.

Note that you are expected to not undermine national teams by sabotaging your national team player s. The National Team Administrators, as a last resort, have the discretion to release players to the transfer market in the event of sabotage.

If you consider running for office, or if you just want more information, we recommend that you read the rules for national teams. The Hattrick Masters is the international tournament for all cup and league winners.

It is played for four weeks, starting after round 4 each season. Matches are played at The draw for each round is completely randomised, and the matches are played on neutral grounds.

If there are not enough teams to fill up the first round completely, some lucky teams selected randomly will skip the first round and join the action in the second round.

If any of the cup or league winners have become ownerless or changed owner , they may not participate in the Masters.

If a team wins both league and cup in the same season, they will be the only team from that nation participating in the Masters. Card and Injuries: Cards do not matter except red cards in the game, of course , but injuries are recorded as normal.

The effect during the match is the same as during a regular match though. The best teams also get some prize money.

The sums are exactly the same as for the national cups and are awarded to the final sixteen teams. With Supporter Platinum you have the opportunity to manage an additional club.

You manage this club individually, just as you manage your primary club, which means the additional club has its own separate player squad, arena, finances, youth team and so on.

You can start an additional club at any time. Your additional club can play in the same country as your primary club or in another country, as long as there is space available in that country.

Additional club will start with some initial funds just as any other new club , but owners will not need to do the manager license. You will not be able to make any transfers between the two clubs and clubs can't buy players who have been owned by the other club at some point in their career.

Your primary and additional clubs will not be able to play in the same series or meet each other in a qualifier, nor meet each other in the cup with the exception of the final.

Both clubs can play at the same series level, but in different series. If both clubs are set to play in the top series, the one entering last will not be allowed to promote.

That spot will instead go to the highest ranked club that isn't already qualified to play in the top series that season. If both clubs promote to the top series at the same time, only the primary club will get to promote.

The number of additional club spots available for "foreign" managers in a country depends on many clubs are unused in that country, something that depends on how big the country is and how many users are already playing in it.

So, in a league with clubs, at least 84 of them are reserved for local users and the other 84 slots can be taken by any manager, local or foreign.

It's possible for additional clubs to switch series where possible in the series switching window in-between seasons, but it's not possible to switch to the series where your other club is playing.

Playing against a additional club rewards flags just as playing any other club would, and the additional club is rewarded flags for its own collection.

Achievements are achieved by the manager, and achievements are thus saved for each user and not for each club. You will not be able to vote in national team elections in the country of your additional club.

You can only vote in the country of your primary club. If your additional club goes bankrupt you can start a new one 16 weeks after the date you started your previous additional club so if you've had your additional club for more than 16 weeks you can start a new club immediately.

You can close your additional club at any time. But if you close your additional club, you'll have to wait at least 16 weeks from when you started your previous additional club until you can start a new one.

If your Platinum subscription expires you will still be the manager of your additional club for one week, but you will not be able to manage it.

If you purchase Platinum again during this time you will get access to your additional club again. But if you don't, the club will become ownerless and you will not be able to return to it.

It's forbidden to scan any page at www. XML-files are provided to third party developers. In order to be granted permission to use these files you need to be approved as CHPP.

Generally, the servers are always open for business, with allowances for operational disturbances or upgrades.

We always try to give due notice of service interruptions, but under extreme circumstances we might have to fix problems without the luxury of forewarning.

Sometimes unplanned events occur, such as bugs. If something that seems strange happens, email the GMs about it and we'll have a look. When we're troubleshooting we try to make it as realistic as possible, but for practical reasons a match can't be replayed.

Unfair calls from referees, strange occurrences around the pitch ruining a game, and bad luck are, when all is said and done, part of the game.

The only thing you need to play is Internet access, a reasonably modern web browser, like Netscape 4. The Hattrick team is always trying to improve the game.

Functions may be added at any time, although larger changes are usually introduced between seasons. As Hattrick is a game with no actual ending point, it sometimes has to be adjusted by the developers.

For example, to prevent certain types of teams from becoming invincible. In short, the developers supervise the game, sometimes having to exercise a certain amount of control.

They try to achieve this as fairly and smoothly as possible, preferably giving notice of changes in good time, to help you adjust. However, sometimes changes just have to be made.

You've read the rules on behaviour, haven't you? Your only duty as a Hattrick player is to follow them. It's all about you, and us, and all the other Hattrick players having the right to be spared from a lot of problems, or having our integrity violated.

You can only have one team. If you have multiple teams, all of them will be disqualified and you will be suspended.

It won't help if one of your friends registered the team: if you're the one controlling it giving the orders you're considered to be the owner.

Only the user who applied for the team may manage the team. One more time: it is absolutely forbidden to have more than one club!

Those who have tried have been disqualified. Sometimes, it might take a while before you're found out, but sooner or later you will be.

By then, the tragedy will be even greater, as you'll have spent so much time on your team, just to be shamefully thrown out for cheating.

These are a small group of especially skilled and responsible players who have been appointed to make sure the game works, prevent cheating and help players having various problems with their teams.

The GameMasters make themselves available because they enjoy helping and they don't get paid for their work. Hopefully, you'll only have to contact them if you have trouble logging into your team, for instance, or if you want to report a bug or cheating.

Sometimes the GameMasters will have to act, disqualifying people who cheat or break the rules of conduct for the site.

If this happens to you and you believe that you have been unjustly punished, you have the right to try to explain why you think you're not guilty.

But, and this is important, in Hattrick the same rules apply as on the football pitch. The Gamemasters' decisions can be appealed to the Senior Gamemasters, whose decisions can't be contested.

Please be aware that punishments that are under appeal can be increased or decreased once a final decision has been made. You may inquire as to why you have been suspended, but it's not the Gamemasters' duty to account for all their evidence.

If they always revealed how they caught cheaters, discovering cheating would be much harder in the future. The GameMasters are not obliged to prove possible cheating.

On the contrary, it's the GameMasters' obligation to suspend any players they're convinced are cheating. The GameMasters have the authority to issue several different forms of punishment, from in-game fines on your club to complete suspension from the game.

We on the Hattrick team support our staff. The GMs discuss the principles of preventing cheating with us on a regular basis, but we never involve ourselves in specific cases.

The persons appointed as staff are people we have whole-hearted confidence in. To contact a Gamemaster, please visit our contact page.

Please do not use the internal HT-Mail system to contact staff for in-game matters. The internal mail is for them as managers of their clubs, not their role as staff members.

Additionally, all correspondence between the staff and users is considered private and should be treated as such between yourself and the staff members.

The founders are still active and are still committed to offering Hattrick as a free football game.

We feel that Hattrick brings together the best from the traditional computer-based soccer manager game , such as the Football Manager series, but in a more exciting way as you always play against real people.

It also includes aspects of fantasy football games and from console football games such as FIFA Ultimate Team, where you collect and build football squads either to play against other users or to collect trophies and achievements.

We bid you all very welcome to Hattrick - the best free football manager game out there! It is totally free to sign up, no downloads are required and you also have access to amazing free apps for iOS or Android through which you can manage all aspects of the game, making Hattrick also a mobile football game.

But beware, Hattrick can be addictive - many of our users have played for 10 years or more and are still going strong. We use cookies - they help us provide you with a better online experience.

By using our website you accept that we may store and access cookies on your device. Get a team. About Hattrick.

Hattrick World. Hattrick Football Manager Game Join the free football world. Sign up Football manager game Hattrick is always free, always fair, and has the best community around.

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Which skills apart from stamina a player benefits from depends on the position he will play:. The skills slowly change over time.

All skills can be improved by training as long as the player lives, but as players get older they will also start losing a little of their skills.

Everything about changes in skills is described in the chapter about training. You can see players' exact age on the player page.

One Hattrick year is days, which means all players are a certain age and days. All players have a personality. They can be nice or nasty, leaders or loners, temperamental or calm.

More info about how personality affects the game is found in the psychology chapter. Experience simulates that an older player has managed to learn things not directly concerning his skills, which positively affects his actions on the field.

Players with high loyalty to the club perform better on the pitch. Loyalty increases with time spent at the club.

It is perfectly possible for a player to get both bonuses. So when you promote a youth player it naturally doesn't matter which youth system you use to your senior squad, he will get a 1.

Total Skill Index is a measurement of how skilled a player is. TSI increases with training and can also increase and decrease with form.

The better form a player is in, the better he will perform. Form in Hattrick reflects a combination of aspects making it possible for, or preventing a player, from reaching his full potential — like for example how his private situation in life is at the moment.

It's the figure applied for matches. An "excellent" player in "wretched" form is usually worse off than a "passable" player in "solid" form for example.

Current form is negatively affected by the amount of stamina training in the team; the more stamina you train percentage-wise the more negative effect.

Training "General form " will on the other hand have a positive effect on form. Additionally, there's a hidden "background form", which is used to compute where the player's form is heading.

Each week, during training, the current form of every player will change, moving towards the hidden background form. Current form is not changed immediately to the figure of background form.

Instead it moves in steps over several weeks, though the further away from background form they are the larger the steps will be. After current form has been changed during training, there is a chance that background form is changed for each player.

Every player has the same individual chance of having his background form change, and there is nothing you can do to influence this chance.

However, when chance decrees that a player's background form will change, there are several factors that influence what the new background form will be:.

About half of all players have a characteristic called " speciality ", which has impact on matches. Every main speciality has a good and a bad side, explained in the Special Events chapter.

Specialities can also be useful for certain tactic types as explained in the Tactics chapter. Some rare specialities also exist.

Their effects are more or less unknown and up to you to find out. Sometimes players get injured. If this is the case, the injury , unless very slight, will put them on the treatment table for a couple of games.

The risk of injuries increases as the team increases the intensity of training, but you can also hire physiotherapists to reduce the risk of injuries.

Older players take a longer time to heal, and doctors can be hired to help players heal faster. Players approaching their forties will have a hard time to recover at all though.

Also remember that the injury times stated are only estimates - if your star forward has a week-long injury, it might take him 8 or 9 days to get fit again.

Players may get booked or sent off during games, highly aggressive players especially those with low honesty and lacking experience more often than others.

Getting sent off means that the player is suspended from the next competitive game. A player will also be suspended for one match after accumulating 3 bookings from competitive games during a season.

Bookings from league, cup, and qualifying games are all counted as the same. If a player has already been booked twice in league matches one season, and receives another booking in a following cup match, he will be suspended from the next competitive match, regardless of if it's a league match, cup match or qualifier.

You can check your players list for how many bookings your players have received before a match. A player who has accumulated 3 bookings or has been sent off in his last match will have a red card symbol on the players list, to show his suspension.

The suspended players booking slate is wiped when a competitive match has been played. Also, all player slates are wiped at the end of the season.

A player can't get a suspension or get his slate wiped from a friendly game. As the manager for your team you decide how your team will play and which formation to use.

Before each match you submit your decision — your match orders — through the order form found in the match list. Your match orders need to be submitted at least 20 minutes before the start of the game, but remember that the watch of the referee may not agree with yours, so try to avoid last-minute orders if you can.

You can also make a match order a "standard setup" which we recommend you to do for reasons of precaution. This means that Hattrick will assume this setup for future games but you can always adjust your setup according to the particular circumstances affecting matches ahead.

For each match you select your starting eleven players, your substitutes , your set pieces taker and your team captain.

In the order form you choose which player goes where by drag and drop. If one of your players gets injured, the substitute for that position will enter the pitch.

If you don't have a substitute assigned to a certain position, or if the substitute is injured as well, one of the other substitutes will automatically get selected to play.

If you don't have any able substitutes you'll have to continue the game with 10 players. If you're out of subs and your goalkeeper gets injured or if you haven't named any , an outfield player will move to that spot.

You can also set up conditional substitutions. See the substitutions chapter for more info. Remember that you must start your league or cup games with at least 9 players to avoid a walkover , which also means the effect of training for the whole week will be lost.

If you fail to field at least 9 players in non-competitive or youth matches, then the boys from the neighbourhood will replace your team.

Contrary to competitive matches, this will not have a negative impact on the training received by players who have been fielded in a competitive match that week.

This function only applies under special circumstances. If a cup game, qualifier or a friendly played with cup rules ends in a draw after extra time, a penalty contest is held.

Before these matches you should decide the order of your penalty takers. This can be done with a special orders form. You can find it via the link at the bottom of the default orders page or in a separate section on the advanced orders page.

The player's experience, his skill at set pieces and scoring, and his specialty if any should be taken into consideration. The player least skilled at these abilities should be at the bottom of this list - penalty contests rarely exceed 10 penalties.

Note that the first penalty taker is always the same as the one taking the set pieces during the regular game.

If you change the first name on the special orders form for penalty contests, this is the same as changing the regular orders form on set pieces.

The other 10 penalty takers can only be changed by using the special orders form. As for the order of the first 5 penalty takers, this isn't important.

All teams start off with five penalties each, and if the game's still a draw after this, it'll proceed with the teams taking one penalty each until it's all been decided.

In the orders list youcan set tactics for each individual position. Apart from "normal" there are two types of settings you can choose.

Note this difference, it's important! It's only by repositioning players that you can switch formations from the normal A team where all players receive individual "Defensive" orders is still considered a lineup, albeit an extremely defensive one.

There are 4 types of individual orders possible you don't need to memorize these, the individual orders possible for each position are evident from the orders list :.

Finding the right lineup is one of your biggest challenges in Hattrick. This chapter will give you the basics - the most important things to know.

In each half a number of attacks are made, and the midfield decides which team gets each attack. The team with the strongest midfield the team with the most ball possession is most likely to get the largest number of attacks.

When a team gets an attack it is decided what kind of attack it is. There are three types of attacks right wing, left wing, centre , and set pieces free kicks and penalties also.

In each match a number of basic attacks as explained above are made. Some of these attacks are open, and can be taken by either team, and some are exclusive for one team only.

For open attacks, the midfield decides which team gets each attack. You can't get your opponent's exclusive chances, and they can't get yours.

Most of the basic attacks are reported in the match report, but attacks a long way from leading to goals are not reported. You may also gain additional attacks from "Special Events" and from counter-attacks.

These additional attacks are described in the other two match chapters. The home team is helped by their fans.

Ordinarily you have a larger percentage of possession at home than away. In a derby when both teams are from the same region the home team also receives this advantage, while the away team receives about half the advantage.

If the game is played on neutral ground, neither team receives any advantage. Team spirit , confidence and team attitude affect how well your team performs.

You can read all about how Hattrick simulates these in the " Psychology " chapter. The coach's mentality if he's offensive, defensive or neutral also plays a part.

Read more about this in the " The coach " chapter. After a match has been played, you will get a team rating for each part of the team. These ratings tell you how well different parts of your team performed in the match and these ratings are also what matters in the actual match calculation.

After a match your players receive a star rating for their performance in the match. The more stars, the better the performance.

Please note that the star rating only rates the individual player performance on his particular position and is useful for comparing different players playing in the same position.

It's not an ideal way to measure team strength. To know how your whole team performed and compare with other teams , look at the team ratings. Please also be aware that team effects such as the contribution loss for more than one player in a central position, see basic lineup chapter is not reflected in the star rating.

The following table will help you somewhat when you select your team. Note that it's only an approximation. Some levels of abilities following each other may mean only slight differences in performance, and for others the differences might be much larger.

In addition, individual orders see specific chapter have not been taken into consideration. Every week you get to choose what kind of training you want your players to concentrate on in training sessions.

The effects of the weekly training always appear during Thursday or Friday, depending on the country, so you have to change your training orders before this.

Changes in players' current form and background form also occur at this time. Younger players are in general faster learners than older players, but how much your player will learn from training also depends on the skill levels he's at — the lower the skill level the faster the training.

Training on very low skill levels is many times faster than on medium skill levels, and training on very high skill levels is slower than on medium skill levels.

Apart from age and skill level there are four factors deciding the effects of training: the intensity of training, training type, the amount of stamina training, and the coaching staff head coach and assistants.

The harder you train, the better the squad's form becomes in general, and effects from training increase. You decide the intensity of training by supplying a number between 0 and The drawback of a high level of intensity is that risks for injuries increase.

You'll have to decide yourself what level of intensity will suit you - do ask other managers on the conferences. Significantly decreasing intensity can provide a 'one-time' boost to team spirit.

Once you order your players to train with more intensity again, their team spirit will understandably drop with this news.

There are 12 types of training to choose from. All of them make your players better at something.

The different types of training are shown in the table below. If you have a good coach , training will be more effective than if you have a bad one.

Assistant coaches also increase the effect of training. Stamina must be trained every week, as a percentage of the total training of the team.

Its efficiency will drop at higher intensity levels — it's better to train a little every week than a lot now and then. Older players will need more training every week to maintain a certain stamina level, which in turn means that managers will have to find the appropriate stamina training share for their particular squad and ambitions.

Other squad players including subs who do not get to play receive only half the effect. Stamina training affects the overall form of your team negatively; the more stamina you train the more the negative effect on form.

It should be noted that only current form, not background form, is affected by stamina training and the different training types.

The amount of training a player receives depends on how many minutes he has played for your team in a trainable position during the week. Training should be combined with "live action", so to speak A player can receive 90 minutes training during a week.

Playing more than 90 minutes in a trainable position will not give him more training. Playing less, for example 50 minutes, will give him less training — in this case 50 minutes out of Repositioned players get their match training from their new position.

Players with individual orders get their match training from their normal positions. If a player has played in two different positions during the week, the position that grants him the best training effect will be chosen at the update.

It doesn't matter if the player plays in a friendly game, a cup match or a league game - they're all just as effective from a training point of view.

If you show up for a match, but your opponent doesn't, you will win by walk-over - and your players will get full training effect, as in a normal game.

The team trains "Crossing" winger this week. When a player gets closer to the age of 30, he loses a little of his abilities each week. How big the decrease is depends on how old the player is and the level of skill he is at.

The higher level of skill the player is at, the bigger decrease. Older players also suffer from bigger decreases than younger ones.

Players at the highest skill levels, around divine, may experience a decrease even at younger age, making further training on that particular skill less appealing.

Your coach is an important person responsible for training and inspiring your players. Skill: A skilled coach knows the right methods to train players in order to make them better.

The more talented your coach is, the more effective training will be. A coach can never be better than excellent. All new teams get a passable coach to start with.

Leadership: Apart from planning training activities, your coach is also an inspirational source for your players.

Your team spirit will be better in general if your coach is a good leader. Tactics: Your coach can be offensive, defensive or neutral, which only affects your team's performance during the game.

An offensive coach improves your attack at the expense of your defence and a defensive coach improves your defence at the expense of your attack.

A defensive coach improves defence slightly more than an offensive improves attack, to the same expense. A neutral coach is neither offensive nor defensive, which means he doesn't aid any team part or incur any penalties.

After your coach has been in your club for one season, his leadership skill will start to slowly deteriorate. Once your coach reaches disastrous leadership, the deterioration starts hitting his trainer skill instead.

If you are not satisfied with your coach you can either recruit an new external one or make one of your players coach.

You change coach from the training caption, under "your club" menu. Remember, all new trainers of a certain skill level are equal.

When you hire a new coach your old coach will remain in the team as a player, but he can never become trainer again and you can not sell him either.

If you don't want to keep him, you will have to fire him. When you recruit a new coach you first decide what tactical type of coach you want, and then you decide how good you want him to be.

Each combination of leadership and skill has a fixed price, the better trainer the higher price. When you turn a player into coach he will keep his current leadership.

His experience determines how skilled he can become, and also how much the course to reach a certain skill level costs.

So, if you have a very experienced player with high leadership, this can be a real bargain. The player must however have been in your squad for a season 16 weeks before you can make him a coach.

As the club manager you are also responsible for your team's finances. You pay the expenses and collect the income at the weekly update.

You can see the exact time this happens in your league on the Local Schedule page. Most importantly, the finances page shows your current cash funds, with the number in brackets showing your funds for next week after the weekly update.

On the finances page you can see your budget for this week and last week's financial status. This is what the entries mean:. There's nothing to keep you from spending money even if your balance is zero.

Both sponsors and fans control important sources of income. Therefore it is strongly advised to have a good relation with them and keep their mood up - it will pay off in the end.

Membership fees are paid once a year, but more importantly their mood decides a lot when it comes to your income from arena ticket sales.

The easiest way to keep their mood up, and attract more fans, is to match or even exceed their expectations. Fans current mood can be seen on the fans page.

At the start of every season, fans will tell you what they expect of the team. Their expectations depend mostly on what happened last season, what fans expected then and what the outcome was.

As your team advances or drops in the league system, your fans will slowly get used to the new situation. If you just got promoted, fans will not expect much from you.

But if you are staying put in the same division year after year, fans will have a tendency to hope for just a little more.

The season expectations in turn influence the expectations for each game. On the Fans page you can see what the fans expect from each game. Generally, fans expect more from you when you play at home.

If the match result is what they expected, they will like you in case of a win and not become so very disappointed if expectations of a loss tallies with a defeat.

If the result is better than their expectations, their mood will be even better. But if the result is worse than their expectations, it will affect their mood negatively.

At the start of the season, match expectations are based on the seasonal hopes of both teams' fans. As the season progresses, the actual league position and amount of points of both teams becomes more important.

In cup matches, fans base their match expectations only on the seasonal hopes including division level of both teams. Telling your players to "Play it cool" or play the "Match of the Season" also influences the fan reaction to the match result.

If the result is as expected or better , playing it cool will reduce the positive effect and match of the season will increase the positive effect.

If the result is worse than expected, playing it cool will increase the negative effect and match of the season will reduce the negative effect.

If you have a lot of money in your cash reserve, your fans will be a bit harder to please as they feel you have money to invest to reach success.

The more money your team holds, the higher significance these feelings have. Sponsors prefer supporting a club sporting a good "image" to which they can be connected.

Spokespersons also help to improve the club's image. Your sponsors' mood can be seen on the economy page. Your club will start off with a small stadium , which you will have the opportunity to improve throughout your Hattrick career.

You have four different types of stands to choose from, at various costs and income possibilities, attracting different types of spectators. As you remove stands the cost is 6.

In the match reports from home games you're able to see how many seats were sold in each separate type of stand. The income from matches is distributed differently between clubs depending on what type of match it is.

How many spectators visit your arena largely depend on your fans. Your fans' mood and the size of your fan club are the most important crowd factors.

Your current position in your series, and the difference between your position and your opponent's position are also of importance for series games.

To some extent your opponents' fan club size and fan mood matters, as some of them might like to come too.

It is also worth knowing that people get more interested in attending games as the season goes by. You will generally get bigger crowds at the end of the season than at the start.

The weather naturally also matters. Fewer spectators will visit your arena in bad weather, but those who come will be more interested in buying more expensive tickets and sitting under a roof.

It is therefore possible that your total income will be similar in any weather, provided there enough appropriate stands. To improve your arena you order a construction company to rebuild your arena.

It'll take some time - a week or more depending on the scope of the conversion. All existing stands stay available during the construction time.

It's a good idea to have a mix of different types of stands to offer your fans. Most people want to buy tickets to the terraces, therefore these should be the largest in number among your seat types.

Some people only attend matches if they can have comfortable seats and some will also demand a roof over their seats , so you should have quite a lot of those too.

There is also the "prawn sandwich" brigade who only want to sit in fancy VIP lounges, they're not that many but you may not want to forget about them.

Seats under a roof and in VIP lounges aren't affected as much by bad weather as the other types. Hiring the right staff members is important to your team and to the development of the club.

Your staff may not be found in the dugout on match day, but they will work with the players during the week or fulfill other key tasks for the club.

They complement the head coach and for you as manager it is crucial to make sure you have the right people on the team. Any contribution you get from hiring a staff member is applied as a static bonus on top of an existing team stat.

This bonus will always be visible to you. But since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly.

What you can be sure of is that you are moving the needle in the right direction. Staff members with higher skill levels naturally contribute a higher bonus effect.

These bonuses are linear - which means that each additional skill level always contributes as much again as the skill level before. If you have several staff members within the same category, their bonuses are combined and applied only once.

In this way, a single level 4 Assistant Coach has the same effect as two level 2 Assistant Coaches. To make things easier, you will always see the actual bonus given by your current backroom staff or any staff you plan to hire written out on the Staff page.

A table with all staff categories and bonuses can also be found at the end of this section. You can employ up to 5 staff members in total.

You may employ up to three Assistant Coaches at a time. For all other staff categories your board will only allow one staff member at a time.

Hiring and firing. Any staff member you hire must stay for at least one whole week before he can be let go.

Also, whenever a staff member is fired, they are paid a week's wages as compensation. Beyond this there are no limitations as to how often you can make changes to your staff.

The training speed bonus given by Assistant Coaches is added to your team's existing training efficiency. Make sure you have a good regular coach before considering spending much money on assistant coaches.

But when you do have a competent head coach, hiring a number of skilled Assistant Coaches could be a good strategy for any team focused on training.

This bonus is added as a multiplier on top of the existing training efficiency as decided by the coaching skill of your head coach, your chosen training intensity, and your chosen stamina share.

You can hire up to three Assistant Coaches at a time. If you have several Assistant Coaches, their combined skill levels will create one single bonus.

This means a level 4 Assistant Coach contributes exactly the same as two level 2 Assistant Coaches would. Alongside the effects on training, Assistant Coaches also have two side effects.

Form is increased, but so is injury risk. Injury risk is calculated as the average number of injuries per game, not per player but per team. The base value is 0.

With a level 5 Medic this can be reduced to 0. Assistant Coaches contribute to a higher injury risk by 0. This means a level 5 Assistant Coach increases your base injury risk to 0.

As already mentioned, on the positive side Assistant Coaches do increase the background form of your players. If you have a full 15 skill levels of Assistant Coaches, background form will increase by 0.

In other words, three level 5 Assistant Coaches contribute half as much to form as a level 5 Form Coach would. Medics are responsible for the overall physical condition of your players.

This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured. Having a Medic on the team will reduce injury risk as well as decreasing the recovery time for injured players.

Every time your team plays a match, there is a certain injury risk for your players. Having a Medic in the backroom staff will reduce the base injury risk for your team.

A level 5 Medic will reduce the base injury risk from 0. If a player experiences an injury, Medics also help speed up their recovery.

In Hattrick, injuries show up with an estimated recovery time in weeks. Examples: With no Medic, a 19 year old player will take 3 weeks to recover.

With a level 2 Medic he will take around 2 weeks to recover. With a level 5 Medic this reduces to approximately one and a half weeks.

A 29 year old player with the same injury would take 6 weeks to recover with no Medic. A level 1 Medic reduces this to about 5 weeks.

A level 5 Medic reduces it further to just under 3 weeks. Hiring a spokesperson will improve the team's popularity with fans as well as sponsors, which in turn has an effect on sponsor income and ticket sales.

Hiring a spokesperson is mainly a financial decision - make sure that the salary is covered by increased revenue for the club.

The Spokesperson gives a bonus to both fan and sponsor mood. The bonus is not immediate, but rather raises the target value towards which fan and sponsor mood move.

After changing to a Spokesperson of a different level, it should take up to 8 weeks for the change to fully take effect. This means a level 5 Spokesperson will, over time, increase your fan mood by half a step and sponsor mood by two and a half steps.

A Spokesperson will always have a positive impact on your income. Higher fan mood will increase ticket sales and higher sponsor mood will increase sponsorship payments.

The bigger effect tends to come through ticket sales, but this can vary a lot since many other factors impact fan mood and ticket sales.

The bonus to sponsor income is more reliable. The mental game is almost as important as the physical one. Hiring a Sports Psychologist can really help you create a winning atmosphere.

This staff member will help you maintain your team's confidence in their own game as well as help nurture the team spirit of the whole squad.

Team spirit is driven by the team attitude you set for previous games. Immediately after a game team spirit may get a boost or drop lower, depending on which team attitude was used.

But at each daily update the team spirit then tends to normalise, which means if it is high then it will slowly drop and if it is low then it will slowly recover.

A Sports Psychologist can help you improve this process by raising the base value toward which your team spirit moves naturally.

A higher base value means that high team spirit values will fall slower and low ones will rise faster. The bonus received is one tenth of a level per skill level employed.

This means a level 5 Sports Psychologist will increase your team spirit base value by half a level of team spirit.

Your team's confidence is also helped by the Sports Psychologist. Confidence is primarily driven by your team results and how many goals you've scored.

But the Sports Psychologist adds a bonus to confidence as well. This bonus equals one full level of confidence for a Level 5 Sports Psychologist, or one fifth of a level of confidence per skill level employed.

Player performance is not only down to technical skills and physical stamina. Players tend to go in and out of form, and many factors can influence this, not least mental ones.

The Form Coach specialises in getting the most out of the player material you have. He keeps the squad match fit and motivated.

Hiring a form coach is not a quick fix, neither is the effect permanent - but for some teams and some situations it can be a good solution.

The form of a player is a measure of how close he is to be performing at his maximum potential. The value you see on the player is the current form, and this is what is used in the match simulation.

However, the current form always has a trend and the value the form is moving toward is called the background form.

By using a Form Coach you will receive a bonus to your background form updates. Whenever background form is recalculated this happens on average every second week each skill level of the Form Coach will bump the background form higher by 0.

This means a level 5 Form Coach will add a whole level of background form to your player when the update is applied. Please note that background form can still drop, but that your average over time will be higher.

Normally, the Board sets a limit to how much money is at the managers direct disposal for things such as salaries, player transfer fees, or arena projects.

The rest of the cash will be held by the Board and will only be released by the Board when the Board deems it necessary. Hiring a Financial Director increases the amount of funds a Club can keep in cash, before the Board intervenes.

It also increases the speed with which the Board will release money to the manager when cash runs below the cash reserve limit established by the Board.

The Financial Director will grant the manager the possibility to invest saved funds into the squad more aggressively than the Board would otherwise have agreed to.

Having a Financial Director on the team may be necessary for teams that save up for a few seasons to make an expensive run for the Cup or league title.

The "experience" concept simulates that a 28 year-old, with certain abilities, has managed to learn things not directly concerning these abilities, which thus affects his actions on the field.

So far, this has all been about how experience and a team's routine with a certain formation is applied.

How does one acquire routine and experience, then? Your team can play any formation you wish, but your players might get confused and play below their ordinary capacity if you use a formation they aren't experienced with.

To get the formation experience up and avoid confusion your team simply needs some practice. You gain some experience for a formation every time you use it friendlies and competitive games are equally important.

The amount of experience you get for each formation you use is minute based max 90 min per match , just like training.

However, gaining experience becomes harder at high levels. If you don't use a certain formation, the experience will decrease over time.

There is also a risk of losing formation experience any time you sell a player. If your players aren't experienced enough with a formation they risk getting confused , which negatively affects their performance.

An excellent or higher formation experience level is enough to keep you safe. For lower levels, the risk of getting confused rises the lower your formation experience level is.

If your players' accumulated individual experience see below is high, the risk decreases though. In case of confusion your formation experience also decides how confused your players will be; the lower your formation experience level is, the more confused your players will be.

If your players get confused, a text showing the current level of your team organisation will be displayed in the match report.

A confusion event saying that your team organisation fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect.

If your players are confused at half-time or before extra-time your coach can improve the situation somewhat by giving an extra briefing.

Experience positively affects a player's actions on the field. The players get their experience through playing matches.

Cup matches give about double the amount of experience compared to league games. An International friendly match gives about a fifth of the experience that a league match gives and a friendly against a team from your own country gives about half as much as an international friendly.

National team matches give the most experience, followed by Hattrick Masters matches. The amount of experience a certain player gets is minute based, just as training.

A player can not gain more than 90 minutes of experience from each match. You can appoint a team captain for each match.

Experience and leadership are important abilities for the team captain, as the captain's level in those abilities give a bonus when calculating your team's total experience — which can prevent your team both from suffering confusion and from getting nervous in important and dramatic matches.

In such situations, only the team with the lowest amount of experience can get nervous, reflecting their inexperience.

The difference between the two teams' experience levels decides how nervous the players will get. Teams will never suffer from this in league matches or friendlies.

The team captain has to be in your starting lineup. If you haven't appointed a team captain, the players will choose a captain they think will do a good job.

Cup and qualifier matches can end in a penalty shoot-out if the scores are still level after extra time. You choose your penalty takers through a sub-page to the order form.

When choosing the order please remember that nothing is more nerve-wracking than a penalty contest, and at every penalty not during regular match time, though a test of the shooter's experience is made.

Apart from experience, the shooter's scoring and set pieces skills as well as technical speciality are taken into consideration. For keepers the keeper skill is all that matters.

In this match chapter we will move a little bit deeper and focus on two important match details: how you score from set pieces and what you can gain from "special events".

Some of your basic attacks will result in a set pieces opportunity. Just as in real football, you can earn many points by being good at set pieces.

There are two types of set pieces, direct and indirect in friendlies only right now. Direct set pieces are penalties and direct free kicks.

To score, your appointed set pieces taker uses his set pieces skill to outwit the opposing goalkeeper. In friendlies this season your goalkeeper also uses set pieces when defending against direct set pieces, but he can not be your set pieces taker.

Indirect set pieces are indirect free kicks, and the outcome depends on team effort. Apart from the basic attacks, you can also have " special events " happen.

Special events are match events depending on players' attributes, and particularly their specialities, which makes it a strategy itself to compose a squad that has a good balance of player specialities.

Remember, you must also have players with the right attribute for a particular event to experience it. There are two types of special events: Goal events more common can gain you additional attacks and weather events less common affect an individual player's performance for the rest of the game.

For each special event happening in a match, the chance for another special event decreases. Certain specialties may be better suited to certain weather condition.

If a "weather event" happens, a certain player is affected for the rest of the game, and his player rating will reflect his performance accordingly.

If a weather event happens you will get information about it in the match report, and the player's star rating will also reflect his performance accordingly.

Specialities and other player attributes can gain you additional attacks. In addition to what is listed below, the player who puts the chance away often, but not always, the same player who creates the chance also needs some scoring skill in order to score from these attacks.

There are also some additional events you can get in a match. The chance to get these events is not dependent on midfield strength, so the chance doesn't increase if you're dominating the midfield.

Counter-attacks: Even if you don't use the counter-attack tactic there is a slim chance that your team gets to counter.

These "tactic-independent" counter-attacks do not require your team to have an inferior midfield which otherwise is necessary to counter. See the chapter about tactics for more info about counter-attacks.

Long shots: Even if you don't use the long shot tactic there is a slim chance that your team gets a long shot opportunity.

Read the tactics chapter for more info about long shots. When a game starts the teams' tactics for the match will be displayed in the report, unless they are using "normal" tactics.

You use the regular match order form to choose the tactic. Please note that it is not possible to set default tactics, like you can set a default team.

If you don't specify a tactic for each game, then the "normal" tactics will be used. Pressing means that all of your players try to put pressure on their opponents.

They also put slightly more effort into breaking up your opponent's attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.

The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. Two things can greatly increase your chances at successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players.

If a player has the "Powerful" specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the "pressing skill", so the more tired your players get, the less able they are to put pressure on their opponents.

As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness.

When calculating this "Pressing skill", the experience bonus is added for each outfield player, as normal. Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report.

You will never find out which team could have benefited from the chance. It is perfectly possible for both teams to play Pressing.

The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled.

Counter-attacks mean you deliberately let your opponent control the ball, and as soon as they fail with an attack you try to make a fast counter-attack.

Playing counter-attacks could be a good option if you have a very good defence and attack but a bad midfield , and especially in combination with your opponent having an ineffective attack.

Advantage : You can gain additional attacks you get the chance to counter-attack when your defence has managed to stop an opponent's attack.

Relevant Skills: The total sum of your defenders' passing and defending skills determine your CA tactical skill. Passing is twice as important as defending.

If you're dominating the midfield, then you will just suffer the disadvantage. All counter-attacks are reported in match report. Attack in the middle AIM means your team focuses on attacking down the centre of the pitch, at the expense of attacks on the wings.

In other words, you trade wing attacks for attacks in the middle. Relevant Skills: The total passing skill of all your outfield players determines your AIM tactical skill.

Whenever an attack is switched from the wings to the middle, it is shown in the match report. Attack on wings AOW works in the same way as "Attack in the middle", only in reverse; meaning you trade middle attacks for attacks on the wings.

As there normally are less attacks in the middle than on the wings, you convert percentage-wise slightly more of them. Relevant Skills: The total passing skill of all your outfield players determines your AOW tactical skill.

Whenever an attack is switched from the middle to the wings, it is shown in the match report. Play creatively PC means players try to make more use of their specialities, and other attributes.

Advantage : You increase the chance for special events both positive and negative, including weather events occurring during the match - for both teams.

Disadvantage : Your team defence gets somewhat worse. Relevant Skills: PC does not require any specific skills, nor receive a tactical skill level. To make good use of it, a SE-optimised team i.

When playing long shots LS your players are instructed to rather go for a long shot than playing the whole attacking sequence through.

In other words, you trade attacks through the middle and on the wing for long shots. A long shot then pits the shooter against the goalkeeper.

Disadvantage : Your wing and middle attack, as well as your midfield, get a little bit worse. Relevant skills: Your outfielders' scoring and set pieces skills determine the LS tactical skill.

Scoring is three times more important than set pieces. When an attack has been converted to a long shot, any defending team using the pressing tactic has a chance to steer off the shooting opportunity.

If the shot is not steered off, an outfielder inners and wingers are twice as likely takes the shot.

The quality of the shot depends on the appointed shooter's scoring and set pieces skills, and then the goalkeeper can attempt to save the shot using his goalkeeping and set pieces skills.

For both shooter and keeper: A bit of both skills is needed, and it's better to have some of both skills than much of one. Hattrick is designed so that you are able to assign orders on all pages, in a suitable context.

If you're checking out your stadium there's an orders list for improving your stadium on the spot. If you're checking a player you can put him up for transfer with a simple click.

One orders list is more important than the others, though: the Match Orders List. This is where you decide how the team is to play in a certain match, which players should be included, who's to be captain and some other things as well.

You'll find the Match Orders List on the "Upcoming Matches" page, and you can place separate orders for all scheduled games. This is a way to design a strategy for several weeks ahead, if you won't be able to coach the team at that time.

A risk, though, is that you might have some injuries, suspensions or changes in form that will make you want to adjust your orders for upcoming games.

You don't have to place orders, though. The team will use your standard formation in upcoming games, and will train in the same way as the last round if you don't adjust anything.

You can define a standard formation using the normal "Orders" page. Injured players will be automatically replaced by substitutes, as previously discussed.

The Match Orders List is built around a traditional formation, where you can choose which player goes where from a scrolling list. If a player is projected to be injured and, therefore, expected to be unavailable for a game, he'll be marked in red in the menu.

If you choose a player for a position, and he's already selected for another one, the player will disappear from his former position.

In other words, you can't assign a player two positions. If you wish to play a formation other than , this is done by moving a player.

For example, to move a player from left wing back to inner midfield, you would choose the player in the left wing back box, and give him an "extra inner midfielder" position.

This means you've changed your lineup to , playing without a left wing back. This is how you switch formations. Converting a forward into a defender would turn the formation into , as another example.

Read more about this in Chapter Individual orders and repositioning. You also choose substitutes, the team captain and the set pieces taker from the Match Orders List.

Through a sub-page to the "Match Orders" page, you choose the order of your penalty takers, should a game end in a penalty shoot-out.

We recommend that you choose a "standard setup" for your team. This is done by clicking the "Make this the standard setup" box before sending your match orders off.

This means that Hattrick will assume this setup for future games, but you can always adjust your setup according to the particular circumstances affecting matches ahead.

Thus, you can't reposition a player as a wing back or a winger. Having two right wingers, for example, would defy logic.

On the other hand you can always give your "Inner midfielder 2" an individual order to go "Towards Wing", applying some extra force there.

When you reposition a player he will act as any one of the players normally would in that position, apart from him not being able to completely optimise his game he'll contribute slightly less as an "extra inner midfielder" than if he had been a real inner midfielder.

This is because there will be too many players in the same place, getting under each other's feet. In real life no team would line out with a formation.

This is simply because it wouldn't pay off. Accordingly, it won't pay off in Hattrick either. There are two blocking devices designed to deter you from experimenting too wildly:.

Note that you don't have to experiment with different formations. When you reposition somebody there's a slight waste of his abilities in the new position that can't be exploited.

A lot of gamers will, of course, believe that an unusual formation is worth the price, maybe because of the squad's capabilities, or because they believe they can outsmart an opponent.

As mentioned in the lineup chapter; if one of your players gets injured, the substitute for that position will enter the pitch automatically.

But you can also set up preconditioned substitutions. Your star players can even be picked for international duty, playing for the France national team!

Every year, Hattrick organises a World Cup, either for senior teams or the U20 squads. If you become a great manager yourself, you can stand in the elections to run the national team and be elected into the office by your fellow online managers.

At the moment, there are national leagues in Hattrick, and you can be a candidate for any of them, even if your own team is in another league.

In Hattrick, there is always something to do, whether it is to hang out in the forums to talk about Hattrick or general football news, or to try to find bargains on the transfer market during silly season.

But it is important to know that Hattrick is also a game that you can always play at your own pace. If you spend 30 minutes a week to set your match orders and update the training plans of your team, you will be able to compete and perform well in the main competitions - as long as you make smart decisions.

There is no way to buy in-game advantages in Hattrick. You can instead become a Hattrick Supporter , which gives you a lot of features designed to make the game more fun and interesting, but which includes no actual in-game advantages.

Hattrick is the original online football manager game, and we have been online since The founders are still active and are still committed to offering Hattrick as a free football game.

We feel that Hattrick brings together the best from the traditional computer-based soccer manager game , such as the Football Manager series, but in a more exciting way as you always play against real people.

It also includes aspects of fantasy football games and from console football games such as FIFA Ultimate Team, where you collect and build football squads either to play against other users or to collect trophies and achievements.

We bid you all very welcome to Hattrick - the best free football manager game out there! It is totally free to sign up, no downloads are required and you also have access to amazing free apps for iOS or Android through which you can manage all aspects of the game, making Hattrick also a mobile football game.

But beware, Hattrick can be addictive - many of our users have played for 10 years or more and are still going strong. We use cookies - they help us provide you with a better online experience.

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Drucken Merken Leserbrief. Fernsehsendung Originaltitel Hattrick — Die 2. Dann bleiben nur noch Randsportarten wie Eishockey, Handball, Basketball. Vor allem mache ich mir irgendwie Sorgen Free Online Spielen den ganzen Sender, denn wenn ich Gratis Book Of Ra Spielen Ohne Anmeldung richtig verstanden habe, verliert Sport1 ja auch alle Zusammenfassungen der 2. Sport1 hielt die alleinigen Erstverwerterrechte für die Spiele der 2. Da hatte der Sender aber auch echte Zugpferde am Start. Glocke SoundUhr.

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