Each country has its own National League where all local teams participate. Each country has 4 divisions with a set number of series each. Each division has 16 teams. Each season lasts 1 month in real time.
Each international club match is an opportunity for a team to gain points towards their federation international ranking. Points can be gained as follows:
The coefficient is then calculated by summing the Champions League points and dividing them by the participating teams from that country. The same happens with the Continental Points. When we have the average of both competitions for each country, they are both summed together (giving the champions league points a weight of 1.5) and that will be the current season coefficient for each country. At the end of the season, the results are checked and the next season slots will be given based on that ranking.
Players may have a personal trait, some of which are bad, while others are good. These traits are assigned randomly at birth.
Possible traits and their effects:
Player condition (their energy) is a vital element that greatly
impacts player performance. Basically, if a player for example is at 90%
condition, he will play at 90% of his ability.
Here is how player lose or gain physical condition:
How you arrange your match lineup can be the key to either clinching the
league title or languishing at its lowest ranks. You're equipped with players whose placement across the pitch can
significantly impact the game. Each player's unique attributes and their
locations on the field will influence various aspects of the game's
dynamics. Adapting your approach for each opponent is vital to success.
Mentality.
Mentality, sets the general effort for attacking or defensive duties. Your
players can have following mentalities:
- Attacking, your players will push more in the front as a team, giving all attacking efforts a bonus while attacking. There is a drawback when defending and the team wont be as effective.
- Balanced gives no advantage or disadvantage while attacking or defending.
- Defending, your players will focus more on defense duties, staying back and holding the lines, they will have a bonus while defending. The drawback is they wont be as strong while attacking.
Tempo.Tempo affects the speed of the game and your team's formation stability. Your
players can have following tempo orders:
- Fast (Increased tempo) means your players will avoid wasting
time and will try to be productive on the pitch.
- Balanced (Balanced tempo) has no change to how you set your formation;
- Slow (Decreased tempo) means your players will slow down
play and lose time.
Marking.
Your team's defensive focus. Try to focus your formation and
marking options to neutralize your opponent's most powerful areas of
play.
Except for zonal marking, each option shifts some defensive strength
towards the selected focus - either intercepting crosses, through balls,
or blocking long shots - slightly reducing effectiveness in other areas
Tackling. Impacts not only how aggressively your players engage in challenges but
also influences the risk of committing fouls and possibly incurring
cards.
Build up. Where do you see the space for creating your own actions and where will you focus your midfielders to build possession. This option doesn't give any bonuses/penalties to your team, it is just a guideline which events to attempt the most.
Approach. How do you prefer to approach opponent's goal. Try to exploit opponent's weak areas with your formation and right approach type. This option doesn't give any bonuses/penalties to your team, it is just a guideline which events to attempt the most.
There are several formations to choose from, 4-4-2 being the default and most neutral formation. Any other formation may bring bonuses or penalties to a determined play. For example, a defending team using 5-3-2 will see a benefit when one of the 5 defenders is going for a tackle. However if the same team is defending using 3-4-3, the same defender will be less effective as they are missing 1 player. The same is true if the player defending is a midfielder or striker, the match engine will also check how many players there are in that position.
Same logic when attacking, a lone striker in a 4-5-1 will struggle to score, comparing to 3-4-3 but since his midfield has 5 players, he will probably be served more often.
So, we can assume that in KOB, 5-3-2 is a defensive formation, 3-4-3 is an attacking formation that will be weaker defending but every attack using a striker, is stronger. This logic is the same for all formations.
For every official match a team plays with a formation, it will
gain a 1 star experience towards that formation knowledge, each star
gained gives a 1% bonus to players skills for the next match. This
experience can be accumulated up to 5 stars, giving a maximum of 5%
bonus. To stack this experience the game will only look for the latest 10 official matches, older than that, they will be "forgotten". Formation experience will give bonus to every match type however can only be accumulated on official matches. Formation experience is reset at the end of each season.
Players should be played on their natural positions, if a player is playing in the wrong position he will get a 20% de buff to his skills.
It is possible to train a player to play in extra sides (left, center, right) than he already does, this costs euros.
The engine encourages adjusting your tactics for each opponent, as countering his vital spots can make all the difference between a win and a loss.
Match events. The match is divided into a number of events. There are different events for building up play, creating a key-pass, and getting into a position to shoot for goal. For each event the skills of the attacking player is calculated and compared to the opposing player. The base skills have plenty of possible modifications that can be applied during this comparison.
Choosing events. Events follow in logical order. First, one of the build up events is tested. If successful, the engine continues to one of the key pass events, and finally to related shot creating event if successful again. In case of a corner or foul the engine will skip over some of the events earlier in the chain (i.e. a corner starts as a key pass event). Which exactly event will be chosen depends on your tactical options. Selecting to build up play through the middle will skew the usual distribution more towards the middle. On the match screen stats you can see your attempted and successful events. If you focus your efforts through the middle you will get more attempts in that area, but is possible that the opponent quite successfully blocks your midfield approaches and you end up with more successful build up events on the side in the end.
These are the starting events. They represent a string of passes coming together to bring the ball over the half line and into the opposition's half. By default your team will equally attempt to build up play over the left side of the field, right side, and the middle. You can skew the distribution by selecting different build up tactical option. Possible build up events:
Successful build up will result in a key pass event, an attempt to place the ball where it can hurt. Depending on your approach tactical option your team will try certain options more often than others.
After succeeding in one of the key pass events it is up to your attackers to get into position to receive that cross, through ball, or a ball in a shooting range. Your opposition will, of course, try to prevent you from doing exactly that. In this step the type of event to test is directly related to the previous step. You need to win this step to get a chance to shoot on the goal.
After your team succeeds in all 3 types of above mentioned
events the player from the last step gets to make an attempt to score a
goal.
This test is performed individually between the shooter and the
goalkeeper.
Different skills are used depending on the type of the approach.
Each club has its own popularity level, this determines how many fans will attend the stadium to watch a match.
Popularity changes depending on the team result and its capped depending on what division the club is in the national league:
This is how popularity changes:
In the event of a draw, the popularity of the teams will be adjusted based on their current popularity levels. This system ensures that draws still have an impact on team popularity,
rewarding the less popular team slightly while penalizing the more
popular team to keep the competitive balance.
If the Home Team has Higher or Equal Popularity:
If the Away Team has Higher Popularity:
Team morale changes how well your players will play and also changes based on team results.
Player training is essential to develop player skills. Many factors influence the training progression, age, recent matches, player talent, training type, coaches and infrastructure.
Coaches will give a boost to players training based on their specialty.
For this boost to work you must set the specific training type for each
player. You can only use a specific training type if you have the right
coach. The default training type is "General", it enables to skill up
any skill but its slower than specific training.
List of skills that each training type will enable to level up.
0 general - any skill but slower
1 Goalkeeping - handling
2 Defending - off the ball, positioning, tackling, heading, set-pieces
3 Attacking - off the ball, positioning, heading, finishing, set-pieces
4 Technique - passing, technique
5 Physical - strength, speed, natural fitness
It is possible to train outfield players to play in a new position, if you think his skills are better suited for a different role, this is a good option but costs a fee.
It is also possible to add new playing side to a player, for example a center midfielder (MC) can train left or right sides, making him MCR or MCL or MCRL, this also costs a fee.
Every Monday at 00:00 server time, all club running expenses must be paid to the Global Fund. These expenses include player, coach, and scout wages, as well as infrastructure maintenance (when active).
If a club lacks the necessary funds, players will be penalized with reduced performance until the next Monday. Ensure that your club has enough local currency to cover these expenses to avoid player dissatisfaction!
If your club cannot fully pay its weekly expenses, the remaining unpaid amount will result in a performance penalty for your players. The penalty is proportional to the percentage of funds missing. For example, if your total expenses amount to 200 local currency and you can only pay 100, 50% of the amount is unpaid. This will result in a -10% penalty to your players' skills for the entire week.
The penalty can go up to -20% for 100% unpaid wages.
Player wages are primarily determined by their average quality (AVQ). Wages increase at increments of 10 AVQ, meaning a player with 55 AVQ will earn about the same as a player with 59 AVQ, but a player with 61 AVQ will earn significantly more.
Player age also influences wages:
Coach wages are determined by their quality, expressed in stars:
Each scout earns 1 local currency per week.
Infrastructure costs are also paid at the start of each week.
As long as the team has the minimum squad size (16 players) a manager can start an auction for any player. A small fee is paid to the local federation when starting an auction.
An auctions runs for 48h hours, the minimum asking price is 10% of the player value and any bids made when the auction has less than 3 minutes left will increase the auction deadline by 3 minutes.
If a player is sold, 88% of the final bid goes to the selling team, 10% goes to the partners fund and 2% goes to the player's original club as a solidarity contribution.
Hiring and maintaining staff in your club costs money, you should consider this long term investment.
All clubs start with 2 random 1* rating coaches, they have small wages. These can be used to boost players using specialized training but if you want more and better coaches you will need to hire. Since the club can only have one of each type, you will need to fire a coach you already have if you want a better one for that role. Costs of hiring and maintaining each coach:
Scouts enable you 2 main things, one is to find the talent level (amount of stars) of any player that you do not own. Scouting a player costs a small amount of gold paid to the local federation. If you want to scout a player that was born in France, you will need a scout from Europe. The other thing scouts enable is to have access to the free player market. However you will need a scout for each of the 4 zones the game is divided in order to have access to these player lists. Costs of hiring and maintaining each scout:
Recruiting other managers to play Kickoffboss can be very rewarding, specially if you help them understand the game. Any manager can recruit others by sharing their recruitment link, if the new manager follows that link, then he will be linked to you forever or until you sell him in the recruits market.
Your referral link will look something like this: https://kickoffboss.com/footballgame/xxxxxx
Where xxxxxx is your username.
Any new managers that don't follow a specific referral link or for some technical reason the recruiter information was not valid, will end up being recruits of the current winner of the Referral Rights Auction.
The bid advantage of having recruits is that they pay you fees for some of their actions in the game.