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Rugby Union directions

Table of contents

  1. Browsing
    1. Game area
    2. The menus
    3. The Homepage
    4. The Tabs
    5. The Windows
    6. Super windows and modal windows
    7. The Chat
  2. The Roles
    1. The Coach
    2. The Rugby player
  3. Matches of the day
    1. Match areas
    2. How to organize a match
  4. Championships
    1. Championship list
    2. Results
    3. Calendar
    4. Roll of honor
  5. Selections
    1. Results
    2. Score calculation
    3. Promotion in a championship
  6. The Market
    1. Available players list
    2. Player's value
    3. How to sign on and release players
    4. Communications
  7. The training
    1. Training games
    2. Gain system
    3. Results
  8. Coach/team record
    1. Information
    2. Options
  9. Rugby player record
    1. Information
    2. Options
  10. Team management
    1. Team roster
    2. Formation management
    3. Tactics management
    4. Boldness and Attitude
    5. Order management
    6. Rules
  11. Customizations
    1. Avatar
    2. Uniform and pennant
    3. Nickname
    4. Stadium
  12. Match
    1. Live match
    2. Match recording
    3. Match bonus and impairment

1 - How to browse

1.1 - The game area

The game area divides in:

  1. the information bar
  2. the content area
  3. the chat bar
  4. the menus.

The information bar contains a briefly outlines the contents of the currently displayed screen, a context menu (if options are available for the displayed view) and the navigation icons (if you can browse in depth or if you are displaying a window).

The content area shows the currently selected content, in the tab, in the window or in other views.

The chat bar contains the user menu that is the status selection menu (online, busy or away), the user search button, the open talks thumbnails and the game server time.

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1.2 - The menus

The game has three different menus; the main menu, the context menu and the user menu.

The main menu is on the left side of the screen. You can open and close it clicking on the center arrow.
This menu shows the direct links to all main game sections:

  • Today's matches
  • Championships
  • Selections
  • Market
  • Training
  • Personal record

This menu is always available as a tab. User is one click away from the main sections for a quick browsing of the contents.
At the bottom of the main menu a Instructions button opens a popup window displaying the game instructions.

The context menu is top left on the tab and windows information bar.
This menu allows you to select, if possible, functions relevant to the displayed contents. This way you can browse deeper and change particular options e.g., when a trainer browses his team tab, he can display the team roster, set up formation and game strategy and other dedicated options.

The user menu is bottom left in the chat bar and opens when you click on the user name.
The menu shows three items:

  • Control panel - opens the chat control panel allowing font and color change, own motto and not available automatic message customization. It also allows adjusting other chat and training games settings.
  • Services you can purchase - it displays services you can purchase using your points allowing a quick access when necessary, such as, buying the token for a friendly match. You can access this window also from your character record.
  • Exit - exit the game. Closes the window and performs chat logout.

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1.3 - Homepage

The game homepage is the preset point of entry. Here you'll find two useful tools to overview contents. A panel displaying games in progress in the time section and aplayer warning panel.

In the matches in progress panel you can see the section situation at a glance so you can decide if control a played match, support a match about to start, watch a live match or learn if there are available spaces to play o teams to challenge.
Empty spaces edges carry a small colored stripe showing whether space is free to combine a match (green stripe) or if space is taken by a team waiting for a challenger (orange stripe). Combine a match accessing the today's matches section from main menu.

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1.4 - Tabs

Tabs contain the game browsing screens directly on the background allowing an in-depth browsing of the different sections. They keep an history of the displayed pages until you go back to game homepage. Contents recalled by main menu are always open in the tab, regardless where you are when you select the link.
In the information bar a browsing history up to the point where you currently are is always available unless you went back to home page using the Homepage link or the main menu logo; in this case history is cleared. To browse history back and forth you can use, besides direct links, the two arrows at the left edge of the information bar.

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1.5 - Windows

Windows display contents; they open over tabs. This way tab (that is the base page) is always available in background and you can always reach it when you close the window. That's useful when you are looking at the single player records; you can open one record, read it, close it and open another one in seconds.
Also windows, like tabs, can be browsed in depth; they save a navigation history that is cleared when you exit the window mode. Windows browsing is alike record browsing.
When you browse a window you can't open main menu. To do so you must go back to the tab browsing mode by closing the window.

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1.6 - Super windows and modal windows

Super windows open over all contents but the chat bar.
All that requires user save confirm opens in those super windows, e.g. team settings, avatar and uniform customization.
Games are a particular issue of a super window.
In the super windows information bar has a content that varies according to the needs.

Modal windows open over all contents including the chat bar.
When a modal window is open you can't interact with anything but the window itself until you confirm or cancel what you've done.
The nickname, stadium name, etc., customization windows are modal windows.

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1.7 - Chat

Chat windows are movable windows you can move any place or turned to icon in the chat bar.
Windows show all talks with other users and contain useful information to immediately identify the player you are talking to:

  1. avatar and gender
  2. motto
  3. nationality
  4. game role
  5. status (online, busy, away)
  6. user personal notes that system automatically saves.

When a window is not active, is closed or iconized and you receive a message from other users a sound is played (where such an option is enabled) and the user name on chat bar becomes red.

The chat search window is the primary method to contact another user.
You can scroll the online user list or search a particular user entering its name and selecting some options to filter results. You can search users of just a gender, of just a role, of your nation. You can search among all registered users or just among the ones online in that particular moment.
In the search window you can quickly display your friends. To add a user to your friend list just click Add to friends in the chat window when you are talking to that user. In the same way, you can exclude other users preventing their massage to get to you by including them in your "black list" by clicking on Exclude.
CAUTION:
when a blacklisted user tries to send a message he is informed of the status you assigned him. We recommend to use this feature just to block irritating users. Do not misuse it in order to avoid any misunderstanding.

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2 - Roles

2.1 - Coach
Purposes

The main purpose of a coach is to create a team and win the champion title, making your team a winning team.

To achieve this target coaches must follow the market to sign on the young talents in order to create a human accounts team (8 to 15 human players for each team). Human players are a great asset to a team because the can improve their ability through practice and experience; they also allow a greater customization of game tactics.
Coaches choose players to line up and set different strategies and play rules according to rival. Coaches must often talk with their players in order to decide together the practice type according to future matches attitude and behavior.
They organize friendly matches to increase their team level even if they already are playing in a league in order to make the team stronger and stronger.

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Experience

A coach's experience numerically expresses his ability level on a scale from 1 to 15 (the same way rugby players do).
Experience point levels for each level are expressed in table 2.1a:

Table 2.1a
Coach's point level rating
Description Points needed
Level 1 0
Level 2 1,000
Level 3 3,500
Level 4 7,000
Level 5 12,000
Level 6 17,000
Level 7 23,000
Level 8 30,000
Level 9 39,000
Level 10 48,000
Level 11 59,000
Level 12 71,000
Level 13 86,000
Level 14 105,000
Level 15 150,000

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Team rating

The rating of a team expresses its strength. The higher rating is the stronger team is.
Team rating goes from 0 to 150. It is displayed by a 30 stars by half a star increments.
Team rating is the result of the average of the rating of the signed on players. Thus, coach must spur his players to always improve; a stronger team has more chances to win.
Table 2.1b shows the relationshi p between numerical rating, description and number of stars:

Table 2.1b
Team rating scale
From To Description Number of stars
0 9,9 Terrible half
10,0 14,9 Poor 1
15,0 19,9 Weak 1 and a half
20,0 24,9 Not sufficient 2
25,0 29,9 Mediocre 2 and a half
30,0 34,9 Modest 3
35,0 39,9 Promising 3 and a half
40,0 44,9 Acceptable 4
45,0 49,9 Seemly 4 and a half
50,0 54,9 Reliable 5
55,0 59,9 Capable 5 and a half
60,0 64,9 Good 6
65,0 69,9 Excellent 6 and a half
70,0 74,9 Brilliant 7
75,0 79,9 Extraordinary 7 and a half
80,0 84,9 Impressive 8
85,0 89,9 Incredible 8 and a half
90,0 94,9 Fantastic 9
95,0 99,9 Remarkable 9 and a half
100,0 104,9 Champion 10
105,0 109,9 Outstanding 10 and a half
110,0 114,9 Titanic 11
115,0 119,9 Exorbitant 11 and a half
120,0 124,9 Star 12
125,0 129,9 Super 12 and a half
130,0 134,9 Magic 13
135,0 139,9 Mythical 13 and a half
140,0 144,9 Galactic 14
145,0 149,9 Legendary 14 and a half
150,0 - Divine 15

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Fitness and Stamina for trainers

Fitness and stamina are two rugby player special skills useful for trainer during the game as they determine the field performance of his players.
Greater the fitness of player greater his field strength, higher the stamina longer the force stays at a high level. An unbalanced player whose Fitness is great but whose Stamina is low is very strong at the beginning of the game but weaker than the others at the end while a player with high Stamina but low Fitness is not very strong but keeps its strength constant the whole match.

Coach can raise or lower fitness and stamina base values during the match using the Boldness and Attitude setting in the Team management section. Coach can create different play patterns that account for player bent and tactics coach wants to use. For this reason relationship between coach and his players is very important as regards the use of these special skills.

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Career end:

if the coach doesn't log in for more than 30 days he is banned. If coach can't engage the minimum number of human players in the team, when championship is over team is dissolved and all players go back on the market.

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2.2 - The rugby player
Purposes

Purpose of a rugby player is to outstrip in his team and against rivals, to become the strongest player of all time in his role and therefore stand out on all community.

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Experience

A player's experience is a numerical value that express his general capacity level in order to quickly understand if a player is better than another.
The experience value has a certain weight on rating and determines the market value for the player; the higher player's experience is, the greater its market value for engage is.
A rugby player experience is expressed by a scale from 1 to 15, alike coaches, as outlined in table 2.2a:

Table 2.2a
Rugby player's point level rating
Description Points needed
Level 1 0
Level 2 1.000
Level 3 2.000
Level 4 4.000
Level 5 6.000
Level 6 10.000
Level 7 16.000
Level 8 25.000
Level 9 35.000
Level 10 50.000
Level 11 65.000
Level 12 85.000
Level 13 105.000
Level 14 125.000
Level 15 150.000

A player earns experience points according to its field performance.

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Division and special skills

A rugby player can play in either of the three divisions: when you start a career you must decide the division you want to play in and start to mostly practice your skills set without forget the others skills: In this way you can be a good player even when playing out of role. Despite this staring choice suggests a way of practice and the field position, a player can, training in the skills belonging to another division, change the division he is in any moment of the match to meet special strategic needs of the team he is part of.

Besides the division, special skills are another difference between players.
More games a player plays in a certain role more his special skills in that role increase, making him a better player than others that, having the same ability, have been covering that role for lesser time.
As for division, special skills may be changed on the fly and player is lined up in another role. In this case, when special skills of the second, third or other roles increase, first special skills value may decrease. Therefore rugby player, along with trainer, decides if he wants to become the best player in that particular role or be an all-purpose player to line up according to team needs.

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Skills

To get stronger, a rugby player must practice regularly to increase his skills. These skills, divides in two groups: primary and secondary skills and the Fitness and Stamina special skills we will cover in detail of in the Fitness and Stamina section.
Primary skills are a player's capacity on sport basics; their value determines the division player is most effective in. Primary skills are:

  • Driving - skill for Scrum
  • Passing - skill for Halfbacks
  • Tackling - skill for Backs
  • Kicking - skill common to all divisions

Primary skills value is worked out on the basis of the secondary skills that represent the player's own and physical features. Secondary skills are:

  • Sprint
  • Coordination
  • Strength
  • Shot
  • Technique
  • Physicalness
  • Breakthrough
  • Support
  • Speed
  • Accuracy

Each training game improve one secondary skill thus improving the relevant primary skills. To become a very good rugby player you have to practice all games improving other divisions skills that anyway affect your own division.

Skills are measured by a scale from 0 to 150. A text description and a numeric value is shown; text description is always on display but the numeric value is displayed only to the rugby player himself and to its coach, if any.
Table 2.2b shows the relation between skill numeric value and text description:

Table 2.2b
Skill scale
From To Description
0 9,9 Terrible
10,0 14,9 Poor
15,0 19,9 Weak
20,0 24,9 Not sufficient
25,0 29,9 Mediocre
30,0 34,9 Modest
35,0 39,9 Promising
40,0 44,9 Acceptable
45,0 49,9 Seemly
50,0 54,9 Reliable
55,0 59,9 Capable
60,0 64,9 Good
65,0 69,9 Excellent
70,0 74,9 Brilliant
75,0 79,9 Extraordinary
80,0 84,9 Impressive
85,0 89,9 Incredible
90,0 94,9 Fantastic
95,0 99,9 Remarkable
100,0* 104,9 Champion
105,0* 109,9 Outstanding
110,0* 114,9 Titanic
115,0* 119,9 Exorbitant
120,0* 124,9 Star
125,0* 129,9 Super
130,0* 134,9 Magic
135,0* 139,9 Mythical
140,0* 144,9 Galactic
145,0 149,9 Legendary
150,0 - Divine
* To exceed these values you must buy the Skill Cap opening service (refer to Services you can purchase).

For further information about the skill gain system refer to the Training section.

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Rating

Rating expresses the player field force. Higher the rating, better the player will play on field.
A rugby payer rating is expressed by a scale from 1 to 150, displayed by a 0 to 16 stars system.
Table 2.2d shows the relationship between numerical rating, description and number of stars:

Table 2.2d
Rating scale
From To Description Number of stars
0 9,9 Rookie 1
10,0 19,9 Beginner 2
20,0 29,9 Young 3
30,0 39,9 Colt 4
40,0 49,9 Amateur 5
50,0 59,9 Rising star 6
60,0 69,9 Very good 7
70,0 79,9 Talent 8
80,0 89,9 Ace 9
90,0 99,9 Champion 10
100,0* 109,9 Outstanding 11
110,0* 119,9 Wizard 12
120,0* 129,9 Idol 13
130,0* 139,9 Myth 14
140,0* 149,9 Legend 15
150,0 - Divine 16
* To exceed these values you must buy the Skill Cap opening service (refer to Services you can purchase).

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Fitness and stamina for rugby player

Fitness and Stamina are special skills, trained by a special game. They don't contribute to rating calculation.

Unlike primary and secondary skills, Fitness and Stamina don't follow the same increase method. They cover a special function in match organization and in team management.
Both Fitness and Stamina have a maximum single value of 100; however the sum of both skills can't exceed 150. If your total value of the two skills is already equal to 150, when one increases the other one lowers as a consequence. E.g.: starting from a balanced situation whose values are75 and 75, if you train Fitness raising it to 76 as a consequence Stamina will automatically lower to 74.

Differently from other skills, Fitness and Stamina lose few points every day. To avoid this situation, besides the daily training, the coach can increase the skill points by playing a minor training match.

These special skills are a useful tool for the coach who wants to manage player field performances. We recommend a tight relationship between rugby player and his coach about the methods to practice those skills. Where the total of the two skills is lower than 100 player will play a bad game. Thus player should not avoid to train such skills, regardless of trainer's directions.

Each starting of season both Fitness and Stamina return to a starting value of 40, regardless whether they were higher or lower.

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3 - Matches of the day

3.1 - Match spaces

The daily matches schedule shows all 15 match spaces available in the displayed time section. You can browse through the time sections using the side menu to select the hours and the upper right tabs to select the four sections each hour is divided in. You can also move back and forth a section using the lower left navigation tab.

Each match space status is displayed differently. Statuses are:

  • free space for friendly match;
  • booked space awaiting for a challenger (with or without password);
  • booked space for friendly match;
  • space reserved for championship match.

The free space for friendly match upper green bar shows time match is played. The central band the link to book home or away space and in the lower band the field to enter the optional password to challenge only coaches that know the password.

The booked space awaiting for a challenger upper orange bar shows the time match takes place. The central band the link to accept challenge and in the lower band the field to enter acceptance password, in case password is required.

The space booked for friendly match and space booked for championship match blue upper bar show match description (friendly or championship) and the championship league. The central band show the names of the teams playing the match. The lower band changes according to match status.
When match is time away the lower band shows match start time.
When match is a few minutes away the band becomes yellow and shows the "Teams are on the field" caption. Now you can choose the team you want to support (unless you are member of one of the two playing teams) then await that match begins.
If match is in progress the lower band is green and shows the "Match in progress" caption. If you click caption you can watch the match but not decide whom to support.
When match is over the lower band shows the score. When you click on the score you can watch the match recording.

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3.2 - How to organize a match

Each coach can organize a friendly match as long as he hasn't yet organized another match or plays a championship match on the same day. Just book a free space for friendly match.
Click the "Book home field" if you want to play home or "Book away field", if you want to play away.
You can set up a password to give to the coach you want to challenge. Just write the password BEFORE selecting Book home field or Book away field.

To accept the challenge just click on "Accept challenge" if match is free or enter the password you have been given BEFORE accepting the challenge.

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4 - Championships

The championships tab allows to directly access the Rush for Victory championship leagues. Each championship has 4 leagues. To win your championship you must top rank its first league.

4.1 - Championship list

The championships list shows the 21 Rush for Victory championships. Each championship has 4 leagues. To win your championship you must top rank its first league.
To access a championship just click one of the leagues aside championship name. Here you can see all information relevant championship and league you chose.
You can move within the various sections of championship and league using the upper right tabs. From this point you can reach the results, the calendar and the roll of honor.

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4.2 - Results

The results show the status of the teams taking part to the competition in a particular league relevant to the championship in progress.
When you click the name of a team, the team tab opens in a window.

Results allow browsing the other championship leagues and in previous years results, using the lower right browsing tabs.

This Context menu has no items.

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4.3 - Calendar

Calendar shows this championship turn matches or matches belonging next available turn.
A not yet played match shows the match time, a ended match shows the score.

You can browse between championship matches using the left columns and between different seasons and leagues using the left lower tabs.

This Context menu has no items.

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4.4 - Roll of honor

The roll of honor reports the list of winning, promoted and relegated teams for each championship and each season.
If you display the roll of honor of a premium series you are also shown the list of the top championships winner and the number of won matches.

You can browse between leagues using the lower left browsing tab.

This Context menu has no items.

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5 - Selections

The Selections tab shows all teams that struggle to enter a league. These teams can organize friendly matches whose result - calculated using special rules - set final results to decide at the beginning of the season who's in the official series.

5.1 - Results

The results display the status of the teams that take parts to selections showing the results relevant to the turn in progress. Results are not shown immediately after the end of the match. They are recalculated once a day for all teams - at the same time - to display a clear and easy to read situation.
When you click the name of a team, the team record opens in a window.

You can search results writing the complete name or just the first three letters of the team name in the lower right field. You can search using only the beginning of the name itself if you want to use just a part of the name.
If search is successful you are shown the results first screen that contains the first team that meets search criteria. If you click Search again the second team is shown and so on. At the end of teams that meet search criteria first team is displayed again.

This Context menu has no items.

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5.2 - Score calculation

The assigned score is calculated accounting for the rating of the two teams modified by bonuses and impairments relevant to game strategy settings minus 10 points; the resulting value is called basic strength.
The basic strength of the two teams is compared. The absolute difference determines the points at stake for the match.

In case of win the team gets the entire amount of points at stake.
In case of tie the team gets a third of points at stake.
In case of defeat the team receives a sixth of points at stake unless the rival team is rated at least five stars.

Basic strength comparison range and relevant assigned points are specified in Table 5.2:

Table 5.2
Selections and friendly matches score range
Basic strength Collected point Collected point percentage
Team 1 Team 2 Win Tie Defeat
>= 0 < 5 0 100% (1/1) 33% (1/3) 16% (1/6)
>= 5 < 10 5
>= 10 < 15 10
>= 15 <20 15
>= 20 < 25 20
>= 25 < 30 25
... ... ...
>= 145 < 150 145

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5.3 - Promotion in a championship

When a team ranks the top place in the selections, reported in the results information bar, it earns the right to play one of the official championships. Championship and league are selected according to the preferences coach specifies when creating the team and afterwards, if he has changed them, in the championship selection panel.
A limited selection could prevent entering a championship. We recommend to select many championships in order to assure your place during team sorting.

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6 - The market

6.1 - Available players list

The market tab shows the list of players available for signing up.
The default table shows the list of free rugby players, by division and sorted by last login date. This way you know which players log in regularly and avoid to make offers to players that are longtime logged out.
You can any moment sort the list by name, rating, value and last login date, by clicking the desired column title.
To display the free players of a specific division list click on the desired right upper tab; by default you are shown the Backs list.
Each page of the list shows 15 players. You can browse between list pages using the right lower arrows.
Each line shows the following information:

  • player chat status. Green where player is online, red if offline. Click on the icon to open the user chat window.
  • Player's name: clicking on the name you open a window showing the rugby player details;
  • player's gender;
  • account owner age (characters of Rush For Victory do not age);
  • rating nominal value;
  • field roles player level;
  • market value in Ghi$u;
  • last login date.

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6.2 - Players value

Value of a player is proportional to the experience he gained playing; value is expressed in Ghi$u and represents the amount you need to sign on a player. The higher a player is rated the more valuable he is on the market.
When a player signs on, his market value, at purchase, is deducted from coach's cash on hand. You don't need to pay more Ghi$u for the time the rugby player spends in your team.

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6.3 - How to sign on and release players

You can sign on a player in your team any time during championship. To offer a place in your team select one of the following items: Ask player to play in your team in the rugby player record context menu. Player receives a communication in the relevant section and an email message that notifies your request. He can accept or refuse the offer.
If player accepts his value in Ghi$u is taken off coach's cash on hand and player enter team roster.
If a player wants to play in certain team he can ask coach by choosing Ask coach to sign you on in the team tab context menu. Coach receives a message in the Communication panel and an email notifying the request. Coach can accept or refuse player's offer. If trainer accepts, player's value in Ghi$u is taken off trainer's cash on hand and player enters team roster.

You can release a player without penalties only during market time between championships. Market time may vary any season.
During market time coach and player may rescind their relationship by selecting the proper voice from the context menu on the team or rugby player records. On communication panel coach finds a message for each human player in team that recalls the option whether release or not that player. In case coach decides not to keep player, player is automatically released. An email notifies him and he goes back on the market. In case coach decides to keep player, player can still release himself until market end choosing the proper option from the context menu on his record.

To release a player outside market time you need to purchase the release service.
You can purchase it on the service tab, like other services. However this service is expansive in order not to promote unfair market tactics.
Both coach and player can purchase the service. Once service is purchased, all you need to do to release a player or release yourself from a team is to select the relevant item from the context menu. If you select the item without having purchased the service a warning invites you to purchase it.

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6.4 - Communications

The Communication tab shows all received system messages.
When a coach makes an offer to a player a new massage is displayed reporting team name and possible answers, Yes or No. If you click a team name you can directly display team and trainer information, in order to assess whether to accept or not. Then just click on a button to accept or refuse offer.
When a player asks a coach to play in his team a new message is displayed reporting player's name and possible answers, Yes or No. If you click player's name you can directly display his information in a window, in order to assess his level and usefulness for your own team. Then just click on a button to accept or refuse the request.

Once an offer/request has been accepted or refused messages are displayed that resume the operation. They can be erased from message history by clicking the Erase button.

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7 - Training

7.1 - Training games

Training is the best way to improve a player's skills; it's the game basics for the one beginning a player's career.
Each player must regularly practice according to his coach to maximize the features required by his team strategy.
There are many practice types. Some of them are specific for a division, other are for all divisions.
Available practices are:

  • Driving: it trains scrum players;
  • Passing: it trains the half back division;
  • Tackling: it trains the back division;
  • Kick: it trains all divisions;
  • Fitness and stamina: it trains all divisions;

Even if some trainings are division-specific player should train in all disciplines as the primary skills value is determined by the secondary skills that improve by training. This way if player is practicing out division games his secondary skills will affect the primary ones.

Training directions are inside the game itself.

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7.2 - Gain system

An elaborate increase system called Gain rules skills progression.
This system acts this way: the higher the skills value is, the harder is to improve.
At the end of each training level a calculation is made to define which secondary skills, if any, increased . On the basis of the secondary skills the primary skills are increased.
The growth system is adjusted in order to assure a progression within a max time for each step; this way if you practice immediately after having collected one or more points for a skill it will harder to raise it further. If a little time passes between two training sessions in a row, that's more likely to happen.
Higher the skills value (and the player rating greater), the more progression is hard and slow.

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7.3 - Results

Each training game calculates the score on the basis of the achieved performance during the game session.
Score is not bound to the increase system; it's goal is to provide an evaluation of the sheer performance and may vary according to various factors determined by the different kinds of game: speed of execution, accuracy, etc.
At the end of a game session the achieved score is saved on game results. The first 100 scores are displayed on the results screen.
The results is updated once a day. The higher score you achieve is shown only after update.

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8 - Coach/team record

8.1 - Information

To directly display your coach record just click "My team" on the main menu.
To display another coach record just click his name or the team name wherever it is.
Record shows coach and team details, coach's avatar and team history.
In the team box you find:

  • the team name;
  • the player name and the relevant nickname (if purchased);
  • the age;
  • the gender;
  • the nationality;
  • the accumulated experience;
  • the stadium name;
  • the ranking (in your own series or in selections);
  • the last played game and its score;
  • the next scheduled game and its date;
  • the team rating.

The uniform box displays the player on the field wearing the team uniform and a reproduction of the pennant used in various displays as a symbol.

The avatar box shows coach appearance as the player customized it.

The history box shows all the important facts happened in the past seasons as team promotions, relegations and success. Moreover, the title bar displays a fast reading summary of won prizes, promotions and relegations.

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8.2 - General options

The coach record shows the following options in the context menu:

  • Show team roster (shows team formation and available player roster);
  • Show all matches (show all played matches by season);
  • Ask coach to play in his team (available only if you are a player on the market. See the Market section);
  • Contact coach by chat (opens a chat window with coach, be it online or offline).

Moreover you can copy the record link to share it with your friends for direct access by clicking Copy team link and display the results relevant to the league or the selection where the team is, clicking on the position on details.

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8.3 - Own record options

From your own coach record, besides the generic options, the following context menu options are available :

  • Team management (here you can set up the team strategy. For further information refer to the Team management section);
  • Display communications (displays the received official communications and the service messages - refer to the Communications section);
  • Customize your avatar (here you can change your avatar appearance and outfit - refer to the Avatar section);
  • Change your nickname (here you can change your nickname if you purchased such a service - refer to theCustomization section);
  • Change championship choice (only if team plays in selections, you can specify in which championship you would like to play - refer to the Selections section);
  • Purchase services (here you can purchase extra services - refer the Services you can purchase);
  • Change your team colors (here you can change your uniform and pennant if you purchased such a service - refer to the Uniform and pennant section);
  • Change your stadium name (here you can change your stadium name if you purchased such a service - refer to theCustomization section);

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9 - Rugby player record

9.1 - Information

To display your player record just click the "My player" button on the main menu.
To display another player record just click his name wherever it is.
This record shows details, skills, avatar and player history.
In the detail box you find:

  • the player name and the relevant nickname (if purchased);
  • the age;
  • the gender;
  • the nationality;
  • the division;
  • the role player is more skilled in;
  • a summary table containing the various roles skills;
  • the accumulated experience;
  • the market value;
  • the team you play if a coach has signed you up;
  • the championship the team is in;
  • the rating.

The skill box shows all skill values (number and text if you are a player or the coach of the team, just text for the others.) Main skills with their current skillcap plus fitness and stamina are shown by default. Selecting the upper right "Minor" tab displays the secondary skills.

The avatar box shows the appearance of player as user customized it. If player is part of a team the right side shows the "Sport" tab. Select it to display player wearing the uniform coach chose.

The history box shows the debut date and the first match player took part in, championship matches score statistics with the relevant wins, promotions and relegations, the statistics concerning friendly or selection matches and a won championship quick summary.

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9.2 - General options

The player record shows the following options in the context menu:

  • Ask player to play in your team (available only if you are a coach and player is on the market. Refer to theMarket section);
  • Contact player by chat (opens a chat window with the coach, be it online or offline).

Moreover, you can copy the record link in order to share it with your friends for direct access by clicking on Copy player link and display the results relevant to the league or the selection where the player's team is or access to player card by clicking on the team name or history.

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9.3 - Own record options
  • Display communications (displays the received official communications and the service messages - refer to the Communications section);
  • Customize your avatar (here you can change your avatar appearance and outfit - refer to the Avatar section);
  • Change your nickname (here you can change your nickname if you purchased the service - refer to theCustomization section);
  • Release yourself from team (here you can leave the team if you purchased the service - refer to theMarket section);
  • Purchase services (here you can purchase extra services - refer the Services you can purchase);
  • Practice (here you can train player using practice games. Refer to Training section.)

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10 - Team management

Team management is the game's most important activity for those who started a coaching career. It provides a set of simple yet powerful tools that adjust all variables affecting the behavior of your players on the field.
Not all tools are immediately available. To set the most advanced options coach must achieve pre-arranged experience levels.
You can reach all team management windows from the team tab context menu under the Set formation and strategy and from the management internal windows.
The formation management, strategy and orders windows are part of a single section; the upper right part of section shows the save and close buttons. Click on Save to save all changes made so far; click on Close to cancel all changes occurred from the last save and return to the team roster tab.

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10.1 - Team roster

The team roster is the list of available players. It provides the details relevant to players rating, division and skills and show player's field position.
The player list show, divided by division, first the human players in alphabetical order then all system created players marked by the Cpu suffix.
Table columns show, from left to right:

  • the field number and the field role;
  • player's name:
  • player rating in number of stars
  • If player has been appointed as captain (Capt.) or Shooter (Sh.).

When mouse rolls over a players name, a box containing some values for a quick reference is displayed. Such values are:

  • player's name and number;
  • player's division;
  • player's level;
  • rating expressed by text, number and number of stars;
  • the text and numeric value of primary skills and Fitness and Stamina
  • player's level in each role.

Clicking a player you can open a window for full details.

The context menu of this section shows only the Choose formation and strategy item.

10.2 - Formation management

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Formation management allows coach arranging players on the field in order to assign each of them the role he is most effective in.
On the left there's the players list divided by role and ordered as the team roster. The table columns show starting from left:

  • the number assigned to player;
  • player's name:
  • recommended role (the higher level role);
  • a combo-box for role selection.

Using the combo-box you can choose the role in which a certain rugby player should play or if player should stay on the bench. You choose another player's role, roles are switched.

Under the table, there are two combo-boxes for Captain and Shooter assignments.
The player appointed as Captain receives a slight bonus on the field.
Player appointed as Shooter is selected to shoot free kicks during the match.

On the right is shown the field formation reflecting the changes made by the combo-boxes in order to have a clear picture of the situation.
A player positioned out of his division is shown in red and is impaired during matches.

When mouse rolls over a player a detail box showing some values is displayed as in the team roster.

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10.3 - Tactics management

In the tactics management section you can set the basic tactics that distribute bonus and impairments to players on the field and set up rules that, when certain conditions arise, change tactics to best adapt to changed situation.
Bonus and impairments are assigned separately when team attacks (plays the ball) or is in defense. During the match the attack or defense bonus of selected tactics is applied according to the case.

Tactics are divided in levels. Each level may contain several tactics. The higher the coach level is the more tactics and new levels are unlocked.
The higher level tactics give more bonuses to players but they require more skills in certain roles. E.g.: if a tactics requires, for application a level 3 hooker, if you line up a level 2 hooker, you can't apply that tactics to the match. If you confirm a non applicable tactics, during the match system uses the default tactics which always is the first level one tactic.
The role minimum level required to apply a tactic is displayed on the player's box blue band on the right of the formation diagram. When you put in that role a player that has a minimum level lower than the required one such a band becomes red.

When setting up tactics you should adjust two independent parameters named Boldness and Attitude adjusting the distribution of certain bonus/impairments during and after the match. The next section explains in detail such parameters..

When mouse rolls over a player a detail box showing some values is displayed as in the team roster.

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10.4 - Boldness and attitude

Boldness and attitude are two independent parameters that rule the bonus/impairment distribution relevant to Fitness and Stamina during and after the match.

Boldness is a parameter that defines how aggressive lined up players are towards rival players.
The various boldness values create bonus/impairments during the match as per table 10.4a:

Table 10.4a
Boldness bonus/impairment
Boldness Fitness bonus/impairment Stamina bonus/impairment
Very low -25,0 +25,0
Low -10,0 +10,0
Medium 0 0
High +10,0 -10,0
Very high +35,0 -20,0

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Attitude is a parameter that indicates team's morale and motivation,
You can set it using "tokens".
There are four types of token: training match, standard match, important match and season match.
At the beginning of each season each trainer receives 2 Important Match tokens and 1 Season Match token. You can use as many training match and standard match tokens as you like.
You must set token before the match you want to play starts. Token switches back to standard match status after match is over.

Attitude assigns fitness and stamina bonus/impairments to each player during the match.
After each match player is assigned a fitness/stamina bonus/impairment according to his attitude.
The right amount of this bonus/impairments is indicated on table 10.4b:

Table 10.4b
Attitude bonus/impairment
Attitude Fitness bonus/impairment during match Stamina bonus/impairment during match Fitness bonus/impairment after match Stamina bonus/impairment after match
Training match -15,0 -15,0 +10,0 +10,0
Standard match 0 0 0 0
Important match +20,0 +20,0 -20,0 -20,0
Season match +45,0 +45,0 -40,0 -40,0

CAUTION: player's basic fitness and stamina plus behavior setting bonus can't exceed the value of 140. This is the reason why coach must well consider strategies to apply and tell his players to train in order to maximize the behavior bonus effect.

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10.5 - Order management

Orders represent the behaviors indications that coach gives players in order they can better exploit the field situation.
Thanks to orders coach can tell players to prefer a certain action (run, pass, kick, etc.) when certain events occur.

There are two types of orders: team general orders and individual orders.
Team orders assign the same base behavior to all players and define a general playing style quickly and simply.
Individual orders assign special preferences to any single player and optimize performances in order to take advantage of the selected player special skills.
You can set team or single orders, for all the four field areas: rival's 22 meters, rival's half, my half and my 22 meters. Each of these areas can be assigned orders according to your scrum strength.
Scrum strength is the advantage in ball possession in comparison to the other team. Greater the advantage greater the chance to try risky but worthwhile tactics. There three scrum strength levels: high, medium and low.

To assign a team order select the desired options using the combo-boxes on the left of the screen. On the field picture on the right set up is reported.
To assign an individual order to a player click Change on the player box, then set options in the combo boxes of the detail box. Once single orders are set click Confirm to assign them to a player or Close to cancel changes.

Orders assigned to team and players do not assure the action performed to be the set one, but raise the chances this happens.
Single orders affect the decision in a greater way. Thus, a single order set on a player different in comparison to a team order has more chances to be carried out.

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10.6 - Rules

Rules allow to change team behavior, tactics and orders during a match when certain conditions occur.
You can set a variable number of rules according to coach level: higher the level, greater the number of rules you can set. At the beginning of your career you can set just one rule for each type.

To display rules click on the upper right Rules tab in the relevant box.
The screen shows the list of rules you can set. Each row shows, left to right:

  • the rule activation check box; to apply the rule during a match check box must be selected.
  • a summary of score, time and special conditions
  • the notes field where you can enter a brief outline as a personal reminder
  • the Change button allowing to edit the rule.

To set a rule click on Change on the bottom of the rule you want to change.
The rule setting window shows, on the upper band, the number of the rule you are changing and the items to select the conditions.

The score condition assess the two teams score and allows selecting the following options:

  • in any case - the rule is applied regardless of the match score,
  • if team looses - the rule is applied if you are loosing the game,
  • if team looses by 6 points - rule is applied if you are loosing by a difference between 10 and 6 points,
  • if team ties - the rule is applied if the two teams have the same score,
  • if team wins - the rule is applied if you are winning the game.

The option "If team looses by 6 points" is useful if you want to create a rule that fosters players to shoot to goal in order to reduce the gap to 6 point or less to gain a bonus point in ranking in case of loss.

The time condition allows to set a time from the beginning of the match in order to change strategy at a set time.
You can set the following time gaps: 10, 20, 30, 40, 50, 60 and 70 minutes from the beginning of the game.

The special condition allows to set a rule to apply if you have scored more than three tries and you want to score the fourth one in order to get another point in ranking regardless of the results.

All conditions are verified at the same time. If just one condition is negative, rule is not applied.

The settable options for each rule are the same you can set in the General tab.
Once rule has been set you can save it by clicking Confirm, if you want to cancel changes click on Close.

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11 - Customization

You can customize your character and team elements in order to reflect your personality and your taste.
Customizable elements are: coach and rugby player avatar, the team uniform ad pennant, your nickname and the home stadium name.

11.1 - Avatar

To customize the player and coach avatar, select the proper item in the context menu on your tab.
You can customize the appearance: skin, eyes, hairs color and the outfit of your character: shirt, pant and shoes selecting between available models.

To apply changes click on Save changes. If you aren't satisfied of your new appearance click on Cancel changes to return to the previous situation.

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11.2 - Uniform and pennant

To customize your team uniform select the proper context menu item in your record; only coach can customize the outfit.
You can customize just one uniform per team. If you play against a rival with the same or a similar uniform the away team wear the standard uniform.
You can choose between 4 shirt models: plain color, vertical division, horizontal stripes and checkered. Click on the icons to show the appearance of the wore shirt. If you click on the color samples you can choose the color to apply. The icon on top of the columns show the areas that will display that color. In case you choose a plain color shirt, just a color selection column is available.
To select pants and crew socks, elastic and sock color, select desired color in the relevant column.

Pennant is standard and portraits the uniform colors and shirt pattern; aside players figure there is a preview of the pennant and the colors chosen for the uniform.

To apply changes to uniform and pennant click on Save changes. If you aren't satisfied of your new appearance click on Cancel changes to return to the previous situation.

As soon as you create a team you can change the outfit as per your desire just once. To change it again you must purchase this service in the proper tab.

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11.3 - Nickname

Besides the official name, that is the name chosen for the community at the moment of registration, you can have a customized nickname placed after player's name.
Nickname is submitted to all rules relevant to text fields of the game. This field is controlled: when you want to enter a new nickname o change your present one you must abide by the behavior rules you accepted during registration.
To change your nickname select the proper context menu item in your record. Enter the nickname in the displayed modal window. Confirm entered text or change by clicking Submit. If you want to cancel or change entered text just click Cancel.

To get and then change your nickname you must purchase this service in the proper tab.

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11.4 - Stadium

Trainer enters his home stadium name at the beginning of his career. Afterwards you can change it.
To change your stadium name select the proper context menu item in your record. Enter the stadium name in the displayed modal window. Confirm entered text or change by clicking Submit. If you want to cancel or change entered text just click Cancel.

To change your stadium name you must purchase this service in the proper tab.

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12 - Match

12.1 - Live match

All matches are played at prearranged times reported on the daily matches list, on the homepage matches board and on the championship calendar.
To watch a live match you must connect with the stadium while match is in progress. You can do this from the matches of the day pages, from the homepage matches board, from the championship calendar tab if you look at it during match time, clicking Formations on field or on Match in progress.
If you click when the Formations on field caption is shown you can decide which team you want to support in order to provide team with a little bonus, then you await match start. If you click when the Match in progress caption is shown you can choose which team to support and you directly go to the game display.

During a live match you can't send or receive chat messages and your status is reported to other users. If they send you messages they are automatically notified what match you are watching.
At the end of the match you go back to homepage. The messages received during match are displayed in the chat window.

During the match points scored or match details are shown in the central column by the minute.
Scored points show the minute they have been scored on, the player who scored and score type.
Match details show the relevant match time, the team pennant and an event description.
Above formations match strategy is shown; if strategy changes during the match text changes and turns to yellow.
In case of exciting actions a fly-over view of the field is shown so you can follow the live action.
While action is displayed you can use the upper right options to skip it or copy the direct link and share it with your friend and contacts.

During a live game you can't interact with system. You can only enable or disable audio.

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12.2 - Match recording

You can review a played match any moment just picking it from the day matches list, from the homepage board, from matches history in the team tab and on the team tab where the last played match is stated, and from the championship calendar. Generally speaking, on every tab where the results are reported you can pick a match recording to watch.
The match recording is displayed inside a window.

The match window displays the final result, listing in the central column, the scored points, the score time, who scored and the type of score.
You can display match details by clicking the Detail tab, in order to analyze match thanks to extra information such as the failed tries and the tactics changes.

At the bottom of the central column there are two buttons that allow copying the game link to share it with friends and contacts. You can also copy the details and paste them on a text editor in order to save data and calmly analyze results and strategies.

During a recorded match you can - besides enable and disable audio - pause or stop the match at your convenience; you can also send and receive chat messages and browse through the game.
You can browse through the game using the navigation icons or clicking on player's or team's names or on team pennants.
When you click on a player's name his details are displayed; when you click on a team name or pennant the team detail is displayed. To go back to the match use the navigation icons. If you close the window you go back to the tab the match was selected from. If you were watching the match or match was in pause and you come back from the open detail window, timer sets at the end of the match.

Progress of the game, besides what specified above, is equal to the live game.

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12.3 - Game bonus and impairment

The bar displayed under each player in team formations is the Fitness and Resistance bonus.
It's divided in three further bars, each one differently colored:

  • the green bar states the bonus value in that very moment of the match;
  • la red bar states how much the bonus is decreased so far;
  • the grey bar, when displayed, states how much it's missing to reach the rated maximum.

During the match the green bar decreases more or less rapidly according to each player fitness and stamina values modified by the boldness and attitude setting arranged by coach.
If, during the match, a change of strategy is made and the new tactic changes boldness, bonus decrement speed is recalculated.

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