Below is a list of various rules and parameters within the game. It is updated regularly. If you spot any issues please let me know.
1. League Structure - League games are played on Sundays
1.1 Current structure is 3 leagues, made up of clubs from all around Europe. 10 teams per league, totalling 18 league games for each team.
1.2 Each team plays each other twice, home and away, gaining 3 points for a win, 1 point for a draw and no points for a defeat.
1.3 If teams are level on points the league positions will be decided on goal difference, and then number of goals scored. If things remain tied then it will go to results between the two teams, and then a playoff if necessary.
1.4 At the end of the season the bottom 3 teams will be relegated from each league, with three automatic promotions.
1.5 During the season there will be cup competitions, The League Cup and PBEMFF Cup. There is also the minor cup, the Woolmore Trophy, for the lowest ranked 8 sides in the game.
1.6 These do not influence league results (apart from injuries and suspensions, of course!).
1.7 Home Bonus for league matches is set to 300.
1.8 Home Bonus for all cup matches is set to 200 - finals are ALWAYS a zero home bonus, to mimic a neutral venue.
2. Prize Money
2.1 There will also be further prize money determined by each team’s final league position. The price money is the same regardless of which league you are in as this helps promoted teams become more competitive in the league above:
Champions – £25,000,000
2nd place – £20,000,000
3rd place – £15,000,000
4th place - £12,000,000
5th - £10,000,000
6th - £9,000,000
7th - £8,000,000
8th - £7,000,000
9th – £6,000,000
10th – £5,000,000
2.2 The prize money for the PBeMFF Cup will be as follows:
Winners – £15,000,000 (SF plus 7m)
Runners Up – £10,000,000 (SF plus 3m)
Losing Semi Finalists – £7,000,000 (QF plus 2m)
Losing Quarter Finalists – £5,000,000
2.3 The prize money for the League/Knockout Cup will be as follows:
Winners – £10,000,000 (SF plus 4m)
Runners Up – £8,000,000 (SF plus 2m)
Losing Semi Finalists – £6,000,000 (QF plus 2m)
Losing Quarter Finalists – £4,000,000
2.4 The prize money for the Woolmore Trophy will be as follows:
Winners – £5,000,000
Runners Up – £3,000,000
2.5 At the commissioner's discretion, special bonuses may be awarded to any team that has massively exceeded expectations - for example a weak squad that has a great season. After all, it's easy if you have a good team!
2.6 Any team who sheets 100% of the season without missing a submission will receive a £10 million bonus.
2.7 ALL prize money/bonuses to be paid at the end of the season.
3. Cup Competitions - played on Wednesdays/Thursdays
3.1 The PBeMFF Cup
3.2 This is a 2 legged cup competition through to a 1 leg final. The winner will be the team who leads on aggregate after two legs.
3.3 If the game ends in a tie on aggregate we go to extra time as away goals are NOT being used.
3.4 If we still have a stalemate, penalties will be used.
3.5 The draw is made prior to each season and follows a structured format, so you an see who lies in your way to glory.
3.5. League Cup Competition
3.6 This is a straight knockout competition. Home bonus is in effect at a reduced level of 200.
3.7 If the games are level at 90 minutes extra time will be played followed by a penalty shootout if necessary.
3.8 The victor of each match will progress to the matches in the following round.
3.9 Fixtures are drawn on a random basis.
3.10 Woolmore Trophy
3.11 A straight knockout competition for the 8 teams deemed weakest in the game - bottom 7 from league 3 plus 10th ranked (relegated) from League 2 the season previous.
3.12 This is a straight knockout competition. Home bonus is in effect but at 200.
3.13 If the games are level at 90 minutes extra time will be played followed by a penalty shootout if necessary.
3.14 The victor of each match will progress to the matches in the following round.
3.15 Fixtures are drawn on a random basis.
4.1 There are 3 kinds of players in the game:
Senior players - for example R_Perry 33 sco 1 32 20 10 10 300 446 310 846 - a normal, named player
Youth players - for example x06 21 sco 1 19 14 13 25 300 433 523 487 - have no name, only an x number
Academy players - for example L_Matteo_x09 22 ita 1 20 15 9 22 300 643 446 106 - have both a name and an x number.
4.2 The difference between a youth and an academy player is as follows:
4.3 The youth player is an x numbered player who plays for your reserves team. He is numbered from x01 - x22 and is usually 21 and under.
4.4 The academy player is also x numbered, however he will also have his own player name, as in the case of L_Matteo_x09 above
4.5 Academy players are youths who have been promoted to the senior team on a 1 season trial to see if they can make it in the big leagues
4.6 If a Youth player hits age 22 and is not being promoted to become an Academy player in the seniors, he will disappear from the game and be replaced by a new, younger player, of the same x number, from a default template of players, if he is not sold on by the new season's deadline day. Presumably, he never showed enough talent!
4.7 At the start of each season you will be asked to select up to 3 of the numbered Youth players from your reserve team that you wish to promote to your senior squad to become Academy players. This is not mandatory.
4.8 You will be asked to give a name and nationality to the player, as well as a number between 1 and 22, if you wish to change the existing number. Please do your best to ensure that your name is not already being used in the game as a name clash will result in your player being re-named.
4.9 To assist in keeping a check on these players, the promoted Academy player may NOT be relegated to the reserve team for the duration of his first season. This is his trial season after all, so he is committed to that trial and if he doesn't make it, he can always move back to the reserves the next season.
4.10 Most managers will wish to develop their Academy players, however the option exists to trade these between clubs. Academy players will, by default, stay at the parent club unless agreed with both managers that the move can happen. You may wish to agree to this if you are anticipating a long cup run and want to play him yourself for extra minutes. The downside is that your team will ultimately be weaker by doing so.
4.11 Once a player has been promoted to your senior squad, as in real life, it is always a gamble as to how he is going to progress. You might uncover a potential superstar such as Owen or Rooney, on the other hand you could end up with a dud. At the end of the Academy player's first season, every minute they play in the first team will be converted into ability points.
4.12 These can be spread onto any of the stats you wish in the case of an outfield player, however it is most likely you will want to maximise his main stat. Keepers must have 100% on the shot stop ability.
4.13 EACH YOUTH ACADEMY PLAYER WILL BE AWARDED 300 MINS BONUS TO START THE SEASON WITH as it is an incentive to help them develop.
4.14 Each season, around 3/4 of the way through the season, I randomly draw lots on the academy players. This is to determine their star rating: Out of the 22 players:
1 will be classified as a flop (2 star)
10 as standard (3 star)
10 as first team quality (4 star)
1 will be a superstar (5 star)
2 star players receive 2 ability points per minute played, 3 star 3 ability points per minute, up to 5 star players who obviously receive 5 ability points per minute played. If your academy player plays for 2000 minutes and gets a 3* rating, he will receive a total of 6000 ability points which will be placed by default onto his main stat, unless the manager specifies otherwise.
L_Matteo_x09 22 ita 1 20 15 9 22 300 643 446 106
L_Matteo plays for a total of 2,150 minutes across the season and he receives a good 4* rating. He received a total of 2150 x 4 = 8600 ability points and he will become
L_Matteo_x09 22 ita 1 29 15 9 22 300 243 446 106
Of course, you could potentially split these in a different way if you so wish, an example below is 7000 to the main and 1600 to the secondary:
L_Matteo_x09 22 ita 1 27 17 9 22 300 643 46 106
The academy player, such as Matteo here, then loses his number at the end of his academy season and becomes a full senior player:
L_Matteo 23 ita 1 29 15 9 22 300 243 446 106
Although the academy player outcome is basically the luck of the draw, it could be in your interest to give these players some playing time, as a player with lots of minutes behind him at 4 or 5 stars can reach 30+ rated and become an instant star.
A 5* youth may turn out to be ridiculously good, which may result in 'too' strong a player from a young age. In order to maintain some realism, and prevent freak players in the game, an academy player may receive his ABs onto the main stat up to a specific cap:
31.999 for outfield players
36.999 for a GK
Any ABs which would take an academy player beyond the above levels can be kept and re-distributed in accordance with the below guidelines:
a: Outfield youth: The ABs can be x1.5 and added to the player's secondary stat.
b: GK youth: The ABs can be x1.5 and added to a sub-keeper's MAIN stat. The limit for any ABs being added to a sub keeper CANNOT take him above 36.999. Where this is not possible, the remaining ABs may be added onto a secondary stat outfield, up to 22.999, of your choice.
4.15 Youth x-number players aged 22 leaving the game.
When a manager has promoted all available youths to the academy, there may be other good 22 year olds in the roster who have no place to go with their current team. As they are 22, they either get promoted or get replaced with a younger player from the template. Each season the commissioner sets a deadline for all transfers and moves prior to the new season, there will be a deadline for youth academy picks included in this.
4.16 If a manager has no picks left he is still able to sell his 22 year old players to another team, providing this is done BEFORE the above specified deadline.
4.17 Any youths you sign during the off-season when they are 22 do not count towards your allocation of 3.
4.18 Any youths age 22 who have not been sold/promoted by the deadline day will be removed from the game and replaced by a younger one from the youth template.
4.19 - No player in the game aged over 23 may be re-named, as he will have reached his peak by this stage and managers may wish to monitor his career.
5. Reserve (Youth) League
5.1 Each team has a reserve team that plays in the corresponding league as the first team
5.2 The reserve fixtures will be identical.
5.3 The reserve league tables will be visible from the corresponding league's page on the website.
5.4 As explained above, Each reserve team is made up of 22 unnamed youth players and they will be numbered from x01 to x22. These players will usually have much lower ratings than your first team.
5.5 At the start of the season you may place up to 6 named players into your reserve team to enable them to gain experience, and improve their playing abilities, and with luck they will eventually become first team players.
5.6 Once the season has started though, you may only make 1 reserve change each way a week, that is promote 1 player and relegate 1 player. These changes will be processed in line with all other transfers, prior to the Thursday league matches.
5.7 No outfield player over 27,999 rated (main skill) or 32.999 for a goalkeeper may feature in the reserves.
5.8 Any tactic may be used in the reserves, however, a MINIMUM of 4 defenders and a MAXIMUM of 3 strikers may be used. This will be monitored by inbuilt checks in the game engine. Any sheet found to be in breach of this will be replaced with a 442N automatically.
5.9 It is not compulsory to sheet for your reserves. If you fail to submit a sheet for the reserves, there are no penalties. Your reserves will instead have a default 442N sheet run for them using your best 11 available players, rather than a T sheet. This is worth remembering when you relegate players to the reserves, as the team sheet creator program automatically picks the best players for the 11 positions, so in the unlikely event that one of your numbered players is better than one of your named players relegated from the seniors, the TSC will pick the numbered player.
5.10 Injuries or suspensions picked up playing for the reserves will mean the players will also be ineligible for the first team, and players injured or suspended whilst playing for the first team will be ineligible to play for the reserves too.
6.1 Private transfers between teams won’t be processed until I receive forum confirmation from both managers that the deal is to go through. There is a specific place for this on the forum, to ensure transparency in deals between teams.
6.2 Be aware though that once you have confirmed a deal to me the transfer will be put through, so make sure you are certain before posting on the forum your confirmation.
6.3 If making a deal takes you into debt, there will be an additional £5m penalty (call it accountant's fees, Financial Fair Play regs, etc), and you will have until the following game week to recover the debt. If you have not recovered the debt, the Commissioner will auction off one of your players deemed appropriate to cover the amount owed.
6.4 If any manger from any team involved in the transaction leaves PBeMFF then the Commissioner may deem the transfer void and return all players and monies back to their initial clubs. This will be on a case by case basis.
6.5 Transfers are to be processed BEFORE each set of League matches, which are currently run on Sundays. The deadline for weekly agreements is 12 noon each Sunday. For example, if you agree a deal at 4pm on a Sunday, after the Sunday 12 noon deadline, the player is NOT eligible for the league game a few hours later, NOT the cup game on the Thursday, but he will be available for your league match the next week. This is to ensure consistency in processing administration, and to ensure the commissioner can still have a life...
6.6 If the Commissioner receives details of a transfer between clubs that they consider to be unfair, they reserve the right to block it. This will only happen in exceptional circumstances, and if a manager can justify their deal, I will not interfere with it.
6.7 The transfer window opens in full as soon as the season ends, right up until 1 week before the start, when the usual season-long rules (6.5) will apply.
6.8 Transfer deadline day: The transfer window stays open to all wings, all season, until the advertised transfer deadline day, which will usually be after the 14th league games, meaning 4 game weeks without the ability to bring in players. This is to prevent "tactical" transfers to help any friends you may have playing the game, and also applies to loans. This is applicable to all teams across all leagues.
6.9 No deals at all will be done on a buy now pay later scheme. If cash is involved you must have the cash and transfer it at the time of the transfer, not on future promised earnings.
6.10 The only exception to the above rule is when dealing with academy players. You may get players/cash immediately with the undertaking that the academy player will be played for you then transferred end of season.
6.11 Youth players may be used in transfers, as well as academy players. However, as they are all numbered players, this could lead to chaos, with multiple players in the reserves of the same number, etc. To prevent this happening, there is a hard and fast rule - If you purchase a youth named x10 then your existing x10 will be REMOVED from the game, unless you specify to rename the purchased player at the point of transfer. He must replace a player in the same position (e.g DF for DF) if you do so.
6.12 Working example: Liverpool sign x06 17 sco 1 14 9 9 29 300 700 900 900 from Aston Villa, Aston Villa will get whatever is due to them. Liverpool MUST replace their existing x06 with this new x06 player they have bought from Villa, unless they specify his new number at the point of transfer, Liverpool may allow the old x06 to leave, or they may wish to rename the new x06 to x04 (same position) and lose their existing x04 instead.
Aston Villa's vacant slot will be automatically filled by the x06 player from the default Youth Template, which can be found by clicking HERE
7.1 Teams are allowed a maximum of 3 loans in and 3 loans out at any one time throughout the season. This is 3 each, not 3 between the two types.
7.2 All loans will last for a fixed number of weeks, for example, 4 weeks, 10 weeks. Alternatively, half a season, or a full season loan, are acceptable periods, as most loans are likely to be for full seasons.
7.3 Players may not be returned before the end of the agreed loan period unless stipulated at the point of deal agreement, or permission is later granted by the loaning club.
7.4 Loan Deadline Day will be towards the end of the season - this will be identical to transfer deadline day mentioned in 6.8.
7.5 Loans already active after Deadline Day may stay for the rest of the season or until whichever pre-specified date, but no new loans will be allowed. This is to stop “tactical” loaning of players in a last gasp effort to secure promotion/titles for other managers.
7.6 Players on loan have their nationality changed to the loaning team's roster name (eg ARS, CVG etc), to clearly signify who the player has been loaned from. This will ensure quicker clean-up of rosters and enable me to monitor loans in and out.
7.7 No deals will be allowed involving 3rd parties. Players must move from one club to another for a fee/player/s from that club. Basically deals only allowed through 2 clubs.
8. Player Retirements and Re-rates
8.1 During the end of season break, players reaching a certain age automatically retire.
8.2 Players will automatically retire when they reach 38 (the EOS of age 37)
E.g. Once S_Supersub 37 bra 1 6 6 26 turns 38 at the end of a season he will automatically be retired.
8.3 Re-rates of players - Players will naturally decline as they get older. This is to mimic reality and encourage transfer activity. Some managers may wish to hold on to a veteran and try for one last tilt at glory, whereas others may sell him and rebuild the team.
8.4 Details of the player growth and decline are as follows, based on age (Main - Secondary - Third):
Applies to both seniors and reserves
1-19 = 30 20 10
20-21 = 30 20 10
22-26 = 0 0 0
27-29 = 0 0 0
30 = 0 0 0
31 = 0 0 0
32 = -30 -20 -10
33 = -50 -30 -20 (GKs receive 300 ABs per season from when they hit 33 to ensure a more gradual, realistic decline)
34 = -50 -30 -20 (GKs continue to get these bonuses EOS)
35+ = -80 -50 -30 (GKs continue to get these bonuses EOS)
As you see for the first few seasons decline is small and most of this will be covered by the abs gained during regular matches. Effectively the players are neutralised. However, the declines become more severe by age 34 and by age 36 a player is likely to be no good for regular use, unless he is top class.
8.5 However, Goalkeepers tend to have longer careers and deteriorate more slowly in the real world, so we have catered for this too. GK reaching the age of 33 will receive 300abs EOS, ready for the new season, slowing down the affects of aging.
8.6 At any point during the season, prior to the EOS transfer window, you may retire any players. You will receive payment for the retiring player dependent on his age and stats. Send the details to the commissioner via the "Manager admin" board on the forum (click HERE). The player's retirement value is generated using a spreadsheet. This is sent back to you. Decide if you would like to retire him. The spreadsheet can be found in our PBEMFF Dropbox page which contains all relevant game files.
8.7 Once a player reaches 37 you can still retire him, but he will only be worth 50k regardless of his stats.
8.8 To prevent too much use of retirements rather than deals in the market, you may only retire up to 3 players per season.
8.9 Any player who is aged under 33 and retired will be available via the "Transfer list" - you may bid on such a player via the appropriate section of the forum. This is clearly marked. Only worthwhile players of above 25 rated will be added.
8.10 Any retired players over 33 (or under 25 rated) will disappear from the game as they will most likely be worthless.
8.11 Any player on the "Transfer list" will have their nationality replaced with the roster prefix of the team who released him. This is to prevent a manager releasing a bench player for his fee, and then buying him back at a cheaper price!
8.12 You may NOT retire any players after the transfer deadline day (week 14). I have seen managers shamelessly retire before the last game for a quick buck. Clever but not on my watch!
9. The Auction
9.1 The Auction occurs once a season, usually around the mid-point, though exact dates are always advertised to managers well in advance - typically after week 9.
9.2 Players will be displayed on the website/forum for everyone to bid on.
9.3 They will remain on sale for 5-7 days and then sold to the highest bidder.
9.4 It is a blind auction - the Commissioners won’t send updates of leading bids whilst the players are for sale, it is up to the manager to bid what they think will be enough to secure the player outright.
9.5 You pay what you bid. For example: If you have £50m and bid £40m for the player and the next highest bid is £26m, you pay £40 million and not £26.1m.
9.6 Any manager bidding on a player in the auction MUST have the funds to secure him. Anyone who fails to have the money and wins the bid receives a £5 million fine and the player is sold to the next highest bidder.
9.7 If you receive a £5m fine and this takes you into debt, you have 1 week (until the next transfer deadline) to recover this. If you fail, an appropriate player, in the Commissioner’s opinion, will be auctioned off to raise the cash to get you in the black.
9.8 No team may purchase more than 1 player.
9.9 A manager can make a maximum of one bid on three different players. To be clear, you cannot bid £10m on a player and have a second, precautionary bid of £40m on him!
9.10 You must specify which is your first choice bid, which is your second choice bid, etc. If you bid on three players and would have been successful in buying more than 1, you would only get the first choice.
9.11 At any point in the season in the run up to an auction the Commissioner may decide to take a player from ANY club, to re-rate and put on the auction. You will receive a player in his place of the exact same stats but of a different name. This is so any “well known” players currently in the game suffering from poor stats may re-enter the game with more deserving stats.
9.12 You will be contacted closer to the time if one of your players is chosen.
10. Additional sources of income - News Articles and Pools
10.1 Press Releases/News Articles
10.2 Managers are encouraged to submit articles in our Articles section on the forum. These may be match previews, reviews, transfer gossip, press conferences or even a combination of all of them!
10.3 Managers may submit one detailed articles per week. For every article published your club will receive £3m. This boosts your bank balance and adds to the interest and enjoyment of the game.
10.4 Articles must be a minimum of 400 words with a small tolerance
10.5 Any particularly detailed and enjoyable articles will be awarded an extra 500k at the discretion of the commissioner.
10.6 PBeMFF Pools
10.7 Pretty much as it sounds, this was brought in to add some spice and see who can predict the results most accurately.
10.8 You are given a list of each week's league fixtures and you predict Home (H) Away (A) or Draw (D/X) as you would in the Pools.
10.9 The prize pot is 3m per week. In the event of a tie this is split equally. £20m if you win overall for the season.
11.1 You are sending your club scouts all around the world to find you the very best talent not yet in the game, before your rivals can snap them up! Therefore this is done secretly by email to the commissioner at email@example.com
11.2 If you do not wish to promote any number of youth players to become academy players, you may instead choose to scout for a player at any point in the season.
11.3 You are allowed one scouted player for every academy player you choose not to promote, up to maximum of 3. You can have any combination of academy and scout players, as long as it does not exceed 3, so if you promote two to the academy you can scout one, or promote one academy player and scout two, or 0 and 3 either way.
11.4 For a fee of £1 million per scout you email your scouting details to the Commissioner and your scouts will go and find you some promising talent. In other words, the commissioner uses a spreadsheet to randomly generate a scouted player for you.
11.5 You must provide the following criteria to find the type of player you desire:
* Senior player or Youth (x numbered) player (youths are much cheaper but need to be developed in the reserves before heading to the academy several seasons down the line).
* What position you want (either GK. DF. DM. MF. AM or FW).
* An age band (Under 17. 17-20). No players over 20 may be scouted as they will be too good too soon, they wouldn't require any development which defeats the object of scouting for hidden talent.
11.6 The scouting program randomly seeks a player within those parameters and generates his stats and his value in the PBeMFF world.
11.7 These are capped according to age and there are no players better than the top tier in the game to be had. The highest rating available is 30 rated (35 for a Keeper) and the likelihood or finding such a quality player is rare.
11.8 Once we email/PM you back the scout's findings, you will have the option of purchasing him.
11.9 The purpose of scouts is to find a player not known to all in the world and snap him up at less than market value. Therefore any price shown will automatically have 30-40% removed from it and this is the price you pay for him.
11.10 You have 2 weeks to raise the cash if you do not already have it. Now all this is behind closed doors so if you need to sell players to raise cash then nobody will rob you blind as they know you would be desperate.
11.11 If you don’t wish to purchase him, his stats are made public and an auction will take place with managers free to bid.
11.12 You cannot bid on a player you declined.
11.13 Bidding will be on the forum only and the winner of the player will be the highest clear bid for 24 hours. Commissioner will set a start price around 50% of what his scout value was.
11.14 If you buy a youth scout, then he can replace any x numbered player of your choice, however, position wise this must be a like-for-like. So if your youth scout is a DF, you must replace a youth DF in your reserves.
11.15 You can sign any of the 3 players you scout - all of them, none, or some in between.
11.16 If not made clear elsewhere - the combined total of selected youths (Academy players) & scouts per season is 3 - a text file records this to ensure all managers are within the rules.
11.17 You may still sign others' rejected scouts & youths - they do not form part of your own allocation.
12.1 Teamsheets must be sent in by the deadline to firstname.lastname@example.org
12.2 you will be given plenty of notice of the deadline along with several reminders
12.3 If I don’t receive your teamsheet by the deadline your team (seniors) will play using the default 442T tactic, which means you will be playing at 60% strength and therefore very liable to lose. Reserves are not penalised with T, instead N is used.
12.4 There are various tools on the PBEMFF Dropbox page, and the downloads page of the website, to enable you to complete your teamsheets correctly. I advise you to use the team sheet maker for your teamsheets, this will ensure there are no mistakes in them when you submit them to me. It is also worthwhile downloading the checker in order to check they are correct.
12.5 For any errors, the Commissioner will attempt to change the teamsheet manually in the first instance with the best available player. The Commissioner will advise you as to what your mistakes have been.
12.6 Any more than 1 (one single) mistake and your team will play using the 442N tactic - regardless of how trivial.
12.6.2 If you have the same error 3 times on the spin, that will also be a 442N as it show you aren't reading the error file.
12.7 The common mistakes are:
Spelling players' names incorrectly – a sure sign that you have attempted to make the teamsheet manually, the game won’t run if the names in your teamsheet don’t correspond with the names in your squad list.
Attempting to play players that are suspended or injured – again if you used the teamsheet maker, you would be unable to do this as it disables the players that are not available, therefore preventing you from picking them.
Also the abbreviations of players must be correct:
GK = Goalkeeper
DF = Defender
DM = Defensive Midfielder
MF = Midfielder (not MD)
AM = Attacking Midfielder
FW = Forward
12.8 There are minimum and maximum numbers you can play in each position:
Min_DF = 3 (4 for reserves)
Max_DF = 5
Max_DM = 4
Min_MF = 0
Max_MF = 6
Max_AM = 4
Min_FW = 0
Max_FW = 4 (3 for reserves)
Anything less than 4 defenders tends to leave your team vulnerable to giving away opportunities, and anything less than 3 is total suicide in ESMS, hence this position is quite regulated.
12.9 The game engine glitch. Where you start with the maximum number in any position (for example, 5 DFs or 4 FWs) and then sub off one of these players, switching someone else into that role, this will crash the engine.
For example you have 5 DFs on the pitch as well as a competent DM. You sub the defender for a MF but move the DM into the DF slot. This is technically still 5 DFs but the game engine seems unable to handle this and will crash. It can be cynically used to stop a game when you are losing.
It can happen accidentally but is widely known within the game. In the first instance, this glitch will be penalised with a lenient 442N sheet. You will be notified of what conditional caused the problem. Any additional instances during the season will be 442T each time.
12.10 Teams not having 16 eligible players in their first team will be fined £500,000 and a reserve player promoted to fill the vacancies.
12.11 If no reserve player is available, or the team has already made their maximum 1 promotion for that week, then a made up player with the rating of 1 1 1 1 will fill the vacancy.
12.12 Managers not submitting team sheets consistently will be sacked. This is at the discretion of the commissioner but any 4 in a row will be a dismissal, and consistent missed sheets will likely be the same. Managers will be emailed to warn that sheeting must improve, or they risk being fired by their club's board.
12.13 In the event you do not have time, I accept an email with a chosen formation and tactic. For example if you email me asking for 451P, I can generate this for you using the best players in each position using a program. Please note, DMs and AMs cannot work with this program, so if you asked for a 41212P or something else using a DM or AM, I will have to replace it with a 442P.
12.14 You could even contact another manager and get them to do one for you.
12.15 You can ask me to use the previous sheet, but any more than 1 error will still result in 442N just like it usually would.
12.16 I am very flexible and understand we've all got things to do, so a quick email along the lines of the above will spare you the dreaded 442T sheet and inevitable loss.
12.17. If you sheet AFTER the deadline even if by 1 minute, and I've already run the games, unlucky. If I haven't of course I will use the sheet. I will continue to allow managers to keep their sheeting bonus if I feel they have tried their best to sheet.
I will send 3 reminders for each set of games, I feel more may be excessive.
12.18 Assistant Manager Function. Struggle to sheet during midweek? Have periods where life gets in the way? Want to avoid that dreaded T sheet? Well now, for a one off annual fee of £10m, you can hire an assistant manager.
He knows you and your team. He knows the way you play. He lives and breathes the game. You can call upon him, whether he's tucked up asleep or relaxing in the Bahamas, you sweep him away at your beck and call, and that's why he's so expensive! For 10m, you can hire this world-class assistant manager, who will cover for you in the event you miss your sheet.
Please see details below of how this works in practical terms:
1. Pay your 10m fee (if you wish to hire an assistant manager in the middle of the season, the commissioner will advise of the cost)
2. Select your favoured formation and tactic - please note only DF, MF and FW can be used as the teamsheet maker doesn't handle DM's and AM's. Valid examples are 442P, 532C, 433A etc. Invalid examples are 41212P or 4213C. N is accepted, as is E.
3. Should you fail to sheet, your much beloved assistant can step in and play your favoured tactic and formation to avoid a T sheet and keep you on track!
4. In other words, the commissioner creates a teamsheet via the teamsheet maker program, using your strongest available players.
5. If you use an Assistant sheet, the tolerance for errors increases from 1 to 2 before it is replaced with 442N.
12.19 Sheeting bonuses - if you sheet 100% for the season, you receive a £10m bonus for all your hard work. Please note if you have an Assistant Manager in place and he has had to cover for a T sheet, this will prevent you being eligible for the bonus.
13.1 Your finances are updated weekly to match up with any monies in (pools, articles, transfers) and out (transfers)
13.2 You cannot lose money apart from when you pay out for players in deals, or for scouting/admin fees. There are no wage costs or stadium maintenance costs to worry about in PBEMFF. We want to keep it simple for you guys.
13.3 At no time should clubs go overdrawn. In the off-season, the rule is relaxed, as finances can be recovered before the start of the season.
13.4 If the balance is not recovered by a set deadline (usually a week before the new season begins) then a £5m fine will be handed down. You will have a week to clear the total debt (until 12pm/in line with weekly transfer deadline, on the day of the games). If you are unable to do this, a player may be auctioned off to cover the debt. The player will be of the commissioner's choosing.
14.1 In the event a club is manager-less, a caretaker who already runs a team in the game, may be appointed.
14.2 His regular club must not be in the same league as the caretaker side for obvious reasons!
14.3 The caretaker may make youth promotions and scouts to help the side he is looking after.
14.4 The caretaker MUST use N tactic to ensure no bias in how he affects other clubs in the game.
14.5 However he may use ANY legal formation along with the N tactic to help run the club better in the event of injuries, etc.
14.6 The caretaker may also loan in and out for the benefit of the club.
14.7 The caretaker must NOT make any permanent transfers (with any other club), nor loan any players with his main team in the game as this would be helping them.
14.8 For example, Jake is the manager of Chelsea and has agreed to care-take Arsenal. Jake may NOT make transfers between the two clubs, nor can he do any loans. Jake can however make loans with other teams, as well as scout, etc.
14.9 Should a caretaker meet his regular club in a cup contest, care-taking duties will be replaced by a default 442N sheet for the managerless side.
If you are feeling generous and appreciate the effort that goes into running the game for free for you guys, then by all means send something by way of appreciation. I’m not begging and I’m not going to start charging a fee for the game, it will definitely remain free to play, but if you want to donate anything to the running costs, by all means do, anything received will be greatly appreciated.
Any manager donating cash will have every pound donated turned into £1,000,000 on your balance and for every £5 donated you will receive 500 Ability points to distribute among your squad. There is no restriction on donation amount (other than a maximum amount of £40), though it makes sense to have a minimum of £5 so you can get the 500 ABs. For example, you may wish to donate £5, £10, £15, £20 etc...
Senior players - 27.999 for outfield players' main stats, 22.999 for any secondary, and 32.999 for Goalkeepers
Max of 500 ABs on to any one stat of a player.
Max of 1000 ABs on to a player in total (eg 500-500, 500,300,200 across stats, would be legitimate)
Above applies to Academy players in their development season as well
Youth players (x numbers) in the reserves - 17.999 for outfield players and 22.999 for Goalkeepers
Max of 500 ABs on to any one stat of a player.
Max of 1000 ABs on to a player in total (eg 500-500, 500,300,200 across stats, would be legitimate)
If unsure please PM or e-mail before donating. All donations are non-refundable under ANY circumstances.
Use Paypal to help the cause. Please use the pay a friend option. Donation needs to be sent to paypal account email@example.com
Please e-mail pbemff admin (firstname.lastname@example.org) or PM on forum after donating so I can confirm your payment and add your cash/ab points. This will be done as soon as I can.
Further info - the current season's donation ABs remaining are listed at the bottom of the Finances document/text file which is emailed regularly and also available by clicking HERE
16. Ability points and game parameters
Please note, these are subject to change at any time to meet the evolving needs of the game.
Skill_abs IS in use, meaning these numbers have the player's skill subtracted from it, meaning a more skilful player skills up a little slower than a weaker player.
Example: 30 rated midfielder would get 10 ABs for a pass in the seniors (he can't play in reserves)
Example 2: a 27 rated defender would get 18 ABs for a tackle in the seniors, and 8 in the reserves (bear in mind reserve players are often at a vastly weaker level).
Example 3: a youth Defender in the reserves rated 18 would gain 17 ABs for a tackle in the reserves. If he is promoted to the seniors for the season, he gets 27 ABs per tackle.
AB_Goal = 50
AB_Assist = 40
AB_Victory_Random = 20
AB_Clean_Sheet = 30
AB_Ktk = 45
AB_Kps = 40
AB_Sht_On = 5
AB_Sht_Off = 5
AB_Sav = 42
AB_OG = -10
AB_Defeat_Random = -20
AB_Concede = -30
AB_Yellow = -20
AB_Red = -50
AB_Goal = 40
AB_Assist = 30
AB_Victory_Random = 20
AB_Clean_Sheet = 30
AB_Ktk = 35
AB_Kps = 32
AB_Sht_On = 4
AB_Sht_Off = 4
AB_Sav = 35
AB_OG = -10
AB_Defeat_Random = -20
AB_Concede = -20
AB_Yellow = -20
AB_Red = -50
Please let us know if we have forgotten anything or if you need anything clarifying.
Also let us know your own ideas for the game and the site. I am always open to it. At the end of the day the game only works if people enjoy it.