Elevenfold
ELEVENFOLD
Full User Rules
Exact Reference

Full user rules and beginner guide.

This is the exact long-form reference for players who want the full structured rulebook without the easier beginner-language summaries.

Elevenfold Legacy: User Rules and Beginner Guide

This guide explains how to play well as a manager. It is intentionally practical and avoids hidden backend/admin logic.

1. Core Idea

  • You run one football club.
  • You build a squad, schedule matches, earn MP, and climb standings.
  • The game is asynchronous: you prepare decisions, then matches resolve in time slots.

2. Daily Match Slots (Very Important)

  • Every day has 2 match slots:
  1. `13:00 UTC`
  2. `20:00 UTC`
  • If you want fast progress, plan around both slots.
  • Playing both slots often is strong, but it requires squad depth and stamina management.

3. Why You Need More Players

  • Players lose stamina after matches.
  • If you keep using the same 11 players, performance drops.
  • Building a deeper roster lets you rotate and stay competitive in both daily slots.

Basic roster facts:

  • You need 11 active players to play.
  • You need at least 1 GK.
  • Max roster size is 23.

Practical rule:

  • Try to maintain at least 14-18 usable outfield players plus 1-2 usable GKs.

4. Starting XI, Bench, and Rotation

  • Starting XI should be your best current team for the next slot.
  • Bench is not storage; it is your rotation engine.
  • Rotate before players are exhausted, not after results collapse.
  • Keep a captain set in your XI.
  • During initial squad setup (`/create-squad`), choose your preferred formation before finalizing the XI; changing formation can move compatible picks and clear incompatible slots.

5. Stamina and Morale

  • Stamina and morale both matter in match performance.
  • Stamina recovers over scheduled regen cycles, but not instantly.
  • Morale swings after results; low morale hurts consistency.

Simple routine before each slot:

  1. Check low-stamina players.
  2. Rotate 2-4 players if needed.
  3. Fix morale on key players when needed.
  4. Re-check lineup validity (11 players + GK).

6. Creating New Players vs Market Players

  • You can build your squad from market players and custom players.
  • Custom players are usually better long-term for active managers:
  1. They fit your positional plan.
  2. They can be transferred to other users later.
  3. They support stronger long-term squad identity (homegrown-heavy builds are valuable).

Market players are useful for fast patching of weak positions. Custom players are usually the better strategic investment. During squad creation, `Auto-fill` picks random starter templates by position for each empty slot, so different clubs get varied starter XIs.

6A. Editing Club Identity

  • Use `Edit Club` from Club HQ when you want to update your club presentation.
  • Core identity fields are limited to once every 30 days:
  1. Team name
  2. 3-letter short code
  3. City
  4. Team colors
  • Club logo updates are more flexible:
  1. You can upload or replace a transparent PNG logo anytime.
  2. You can also switch badge style anytime.

Best practice:

  1. Treat name/code/city/colors as long-term branding choices.
  2. Use the logo slot for more frequent visual refreshes without spending your monthly identity change.

7. Player Career Cap (100 Games) and Extensions

  • Every player starts with a career cap of 100 games.
  • At the cap, the player retires.
  • You can extend the cap using Medical Doctors.

Extension basics:

  • Max cap is 200 games.
  • Max 2 extensions per player.
  • Extension size and MP cost depend on doctor stars.
  • Each doctor can perform one extension per week.

Best practice:

  • Do not wait until the final match.
  • Track key players at 10-20 games remaining and prepare replacement/extension early.

8. Staff: What Each Role Does

Main staff:

  1. Assistant Manager
  • Helps with lineup suggestions and order setup.
  • Useful when you need fast, stable defaults.
  1. Fitness Coach
  • Runs stamina sessions on exactly 8 players.
  • Each coach has cooldown, so extra coaches increase daily flexibility.
  • You can have up to 3 fitness coaches active.
  1. Psychologist
  • Boosts player morale for MP.
  • Great before big matches or for players in bad form.

Administrative staff:

  1. PR Manager
  • Improves image-based income potential.
  1. Infrastructure Manager
  • Required for stadium upgrade path and better long-term club growth.
  1. Transfer Director
  • Gives transfer cashback benefits.
  1. Medical Doctor
  • Extends player career caps.

Hiring strategy for beginners:

  1. First solve your biggest bottleneck (usually stamina or morale).
  2. Add admin staff once your match loop is stable.

8A. Freelancers and Vouchers (One-Shot Sessions)

  • Office now includes `Hire freelancers`.
  • Freelancers are not permanent staff. Each hire = one session, then voucher is spent.

Voucher types:

  1. Doctor voucher (doctor only)
  2. Psychologist voucher (psychologist only)
  3. Fitness voucher (fitness coach only)
  4. Universal voucher (can be used for any freelancer role)

How vouchers are used:

  1. Role voucher is used first if available.
  2. If role voucher is missing, a universal voucher is used.

Session effects by stars:

  1. Doctor: extends one selected player career cap (+25 / +40 / +50 games).
  2. Psychologist: boosts morale for all active players (+5 / +10 / +15).
  3. Fitness coach: boosts stamina for exactly 11 selected active players (+5 / +10 / +15).

Practical tips:

  1. Keep at least one universal voucher for emergencies.
  2. Use doctor sessions on high-impact players near cap limits.
  3. Use full-team psychology before hard fixture stretches.
  4. Use fitness session to restore your strongest 11 for key match windows.

8B. Special Offers in Club HQ

  • Some users can receive targeted freelancer offers above `Live Feed` in Club HQ.
  • When a new targeted offer is assigned to your club, you also get a notification: `You have a new special offer! Check it in Club HQ`.
  • Each offer card shows:
  1. Offer title and text.
  2. Freelancer profile (role + stars).
  3. `Use` and `Dismiss` actions.
  • `Use` opens the freelancer session modal immediately.
  • Offers can be free or paid.
  • Paid offers show a euro price and open secure checkout when you confirm `Buy & use`.
  • If payment is canceled, the offer stays available while still active.
  • `Dismiss` asks for confirmation, then permanently hides that offer for your club.
  • If several offers are active, use arrows on the card to switch between them.
  • Once an offer is used or dismissed, it disappears from Club HQ.
  • Offers also disappear if their time window ends or if admins expire them early.
  • Offers can include extra voucher rewards in addition to the freelancer session.
  • Offers can also include bonus MP in addition to the freelancer session.
  • After successful use (free or paid), you get a clear result summary with what was applied (stamina/morale/career-cap) and any bonus rewards added (vouchers and/or MP).
  • For paid offers, Club HQ briefly shows a processing modal after payment return and then opens the final result summary once the purchase has been finalized server-side.

8C. Personal Assistant (Free)

  • You can hire one free Personal Assistant in Staff.
  • The assistant powers a floating chat button in the app.
  • If not hired yet, the button shows a `?` and points you to Staff hiring.
  • You can replace your Personal Assistant anytime for free.
  • You can hide/show the floating button in `/preferences`.

What it is for:

  1. Rules-only Q&A (beginner-safe guidance).
  2. Page-aware hints (different help on Team Management, Calendar, Market, etc.).
  3. Staff relay: ask for guidance from hired staff personas through the assistant.
  4. Office shortcut: in `Your staff team`, click a staff member to open their profile modal, then use `Talk to this staff member` to open chat with that person selected.
  5. Live club context: it can reference your next opponent and kickoff when you ask about the upcoming match.
  6. UI guidance: it can explain where to go and what to click (challenge flow, buying players, morale boost, fitness sessions, staff hiring).
  7. Specialist context: when talking through Psychologist/Fitness Coach/Doctor, it can reference your current squad status in that domain (morale, stamina, cap risk).

Important:

  • It gives surface-level guidance only.
  • For detailed tactical optimization, hire/use an Assistant Manager.
  • Learning hub path: `/how-to-play`.
  • Input safety limit: one message is limited to 500 characters; daily and short-window usage limits also apply.

8D. Beginner Guide (Vanessa)

  • A beginner guide avatar can appear on the left side with page-specific onboarding tips.
  • On pages where a new tip is available, the guide bubble opens automatically.
  • You can close the bubble only (avatar stays) or close the avatar completely.
  • If you close Vanessa's message on a page, that page-tip stays dismissed for your account and does not auto-open there again unless you reopen it manually or reset Vanessa in Preferences.
  • If you close the avatar completely, it stays hidden on that current page and comes back automatically only when you open another page where Vanessa still has a new unseen tip.
  • Tips are one-time per page/topic per user by default.
  • In `/preferences`, you can:
  1. Turn beginner guide tips on/off.
  2. Reset Vanessa so page tips can appear again from the start.

8E. Interactive Onboarding

  • After your club setup, the game can open an interactive onboarding flow.
  • Instead of static screenshots, onboarding now shows live copies of real pages inside a guided modal.
  • You can interact with those pages normally during onboarding:
  1. change lineup and orders,
  2. hire the free Personal Assistant,
  3. adjust preferences,
  4. learn the Calendar flow.
  • Your actions save as normal while onboarding is open.
  • You move forward with `Next` / `Back`, and when it finishes you land in Club HQ ready to play.
  • In `/preferences`, you can replay this interactive onboarding anytime.

9. Team Orders and Player Orders

  • Team orders shape global style.
  • Player orders tune behavior by role.
  • Orders are most effective when they match your lineup profile.

Beginner approach:

  1. Start with balanced orders.
  2. Change one area at a time (tempo, risk, pressing, role behavior).
  3. Re-evaluate after a few matches, not after one result.

10. Transfers and Window Timing

  • Deals can be agreed, but movement follows transfer-window rules.
  • Pending transfers temporarily lock some player actions.
  • You can attempt to buy eligible user-created players from player modals even if they are not currently listed in `/market` (market is not the only entry point).
  • Do not leave key positions uncovered near slot times.

Safe transfer planning:

  1. Keep one emergency reserve per critical line (GK, CB, CM/ST core).
  2. Avoid last-minute all-in spending before both daily slots.

10A. Challenges and Match Booking

  • You do not wait for the game to assign every match automatically. A big part of progress is actively booking matches.
  • You can challenge other clubs for open daily slots.
  • Other clubs can also challenge you for slots you leave open.
  • If you want to avoid a certain slot, block it in Calendar.
  • The game can also add some automatic NPC activity:
  1. About 30 minutes before each slot, NPC clubs can be paired into a small number of automatic NPC-vs-NPC matches.
  2. If your club has no pending or scheduled matches anywhere in the next 3 days, the game can send you an incoming NPC challenge for one of those free slots.

Basic challenge flow:

  1. Open `/calendar`.
  2. Click an empty slot.
  3. The game shows only clubs that are free for that exact slot.
  4. Click one club and confirm the challenge.
  5. The other manager gets a notification and can accept or decline.

Alternative direct-team path:

  1. Open another club from rankings/champions views.
  2. Click `Challenge` or `Challenge team`.
  3. In Calendar, choose a slot that is free for both clubs.
  4. Confirm the request.

Important:

  1. You can keep multiple outgoing pending challenges at once if they are on different free slots.
  2. If a sent challenge stays pending for 24 hours, you can cancel it.
  3. If a challenge is still unanswered at kickoff, it auto-cancels.
  4. Blocking a slot in Calendar also protects that slot from these automatic incoming NPC challenges.

10B. Standard Players, Custom Players, and Levels

  • Not all players enter the game in the same way.
  • You will use three broad player sources during your club life:
  1. Starter players from your initial squad.
  2. Market players bought from the transfer market.
  3. Custom players created by you.

How they differ:

  1. Starter players and new custom players begin at level 1.
  2. Market players can arrive already leveled, which gives faster short-term impact.
  3. Custom players are unique to the game world and can later be transferred between users.
  4. A lineup with more self-created players gains a cohesion advantage in matches, so building your own core is strong long term.

Level basics:

  1. Max level is 10.
  2. You can level a player up from that player's modal.
  3. Leveling costs MP, and higher levels cost more.
  4. Leveling also gives a morale bump, so it can help performance in two ways at once.

Practical rule:

  • Buy leveled market players if you need instant strength.
  • Grow your own players if you want stronger long-term identity and better squad cohesion.

11. MP and Progress Discipline

  • MP is your operating fuel.
  • Typical MP sinks: leveling, players, staff, transfers, stadium.

Use a simple budget split:

  1. Match-ready squad depth.
  2. Staff operations (fitness/morale first).
  3. Planned upgrades (transfers/stadium).
  4. Emergency reserve.

11A. Memberships and Packs

  • Office now has real-money checkout flows for membership and packs.
  • New purchases can be routed through Stripe or Paddle (provider is set globally by live config).
  • Membership tiers:
  1. Premier Silver (`Buy Premier`) -> +25% weekly membership bonus.
  2. Premier Gold (`Buy Gold`) -> +50% weekly membership bonus.
  • Intro/trial pricing (global, one time across both tiers):
  1. If your first-ever membership is Silver: first month is free, then regular Silver price.
  2. If your first-ever membership is Gold: intro month price applies, then regular Gold price.
  3. Once one tier uses intro/trial, the other tier starts at regular price (no second intro/trial).
  • Starter Pack:
  1. +6000 MP
  2. +2 universal freelancer vouchers
  3. One-time only
  4. Only available in your first 14 days after club creation
  • Test Pack:
  1. +2000 MP
  2. Always available

Important behavior:

  • Subscription welcome/first-payment bonuses are first-time only per tier.
  • Re-subscribing after cancellation uses regular pricing and no bonus grants.
  • Tier switching:
  1. Silver -> Gold: immediate.
  2. Gold -> Silver in-place switch is disabled; use `Cancel at period end`, then subscribe to Silver after Gold expires.
  3. If upgrade payment fails, your current tier stays unchanged.
  4. Proration means billing adjustment on provider invoice (credit/debit), not guaranteed instant cash refund.
  5. Switching tiers inside an existing subscription does not create a new intro/trial window.
  • If billing is temporarily disabled, purchase buttons are blocked and checkout cannot start.
  • Existing subscriptions keep renewing on the provider they were created with.
  • Purchases and MP grants are confirmed server-side from payment webhooks (not from button clicks).

11B. Player Reputation and PR Managers

  • Every player has a public image tier from `E` to `A`.
  • Better image helps market price, prestige, and some economy-related value around the club.
  • PR Managers improve how well your club converts player image into useful returns.
  • The more PR quality you have, the more seriously you should monitor the Reputation page.

Practical use:

  1. Open `/reputation` to see your image table.
  2. If you care about long-term club growth, hire PR Managers instead of ignoring this system.
  3. Image matters more over time than in one single match.

11C. Stadium and Infrastructure

  • Stadium growth is a long-term investment system.
  • Better stadium tiers improve home advantage and increase home-match MP income.
  • Stadium upgrades take time, so they are planning decisions, not emergency buttons.
  • Infrastructure Managers reduce upgrade costs and are required for efficient stadium development.

Practical rule:

  1. Do not rush stadium too early if your squad is still weak.
  2. Once your squad loop is stable, stadium becomes one of the best long-term growth tools.

11D. Club Identity and Manager Profile

  • Your club is not only numbers. It also has branding and public presentation.
  • In `Edit Club`, you can change:
  1. Team name
  2. 3-letter code
  3. City
  4. Team colors
  5. Logo
  • Core identity (`name`, `code`, `city`, `colors`) can be changed once every 30 days.
  • Logo can be changed anytime.
  • In Office, you can also set your public manager profile, including manager name and photo.

12. Beginner Weekly Workflow

  1. Early week: stabilize lineup depth and role coverage.
  2. Mid week: optimize orders and rotate aggressively for slot volume.
  3. End week: push standings, secure morale, and prepare for next cycle.
  4. After payout: reinvest with plan, not impulse.

13. Common Mistakes

  • Running the same XI in both daily slots until stamina crashes.
  • Ignoring GK depth.
  • Spending MP on flashy buys while weak positions stay weak.
  • Waiting too long on 100-game cap players.
  • Treating staff as optional when playing multiple slots per day.

14. Quick Start Checklist

  1. Ensure valid XI and bench depth.
  2. Schedule around `13:00` and `20:00 UTC`.
  3. Rotate for stamina before each slot.
  4. Use staff tools (fitness/psychology) proactively.
  5. Build custom players for long-term strength.
  6. Track games cap and extend key careers in time.

15. Challenges and Notifications

  • Use calendar challenges to secure good slots against specific opponents.
  • Clicking an empty Calendar slot can now open a shortlist of clubs that are actually free for that exact slot.
  • You can keep multiple outgoing pending challenges at once if they are on different open slots.
  • If a sent challenge stays pending for 24h, you can cancel it from Calendar to free that slot.
  • Pending challenges auto-cancel at kickoff if still unanswered; a short post-slot safety cleanup also removes stale leftovers.
  • If you leave the next 3 days completely empty, the game can send an NPC challenge into one of your free unblocked slots to keep activity moving.
  • In notifications, incoming challenges can be handled directly:
  1. `Accept`
  2. `Decline`
  3. `Open calendar`
  • Read notification dates as received-time updates (when your club got the update), not match kickoff time.
  • Keep notification preferences tuned in `/preferences` so you do not miss key events.

16. Legacy, Rankings, and Long-Term Goals

  • Legacy and rankings are your long-term reputation:
  1. Win weekly/monthly/yearly titles.
  2. Build player award winners (week/month/year).
  3. Improve your club’s global rank.
  • Global rank shows your current position among clubs.
  • Highest-ever rank shows the best position your club has ever reached.
  • Track this regularly to measure progress beyond just short-term match results.

17. Account Data and Deactivated Teams

  • In `/legal`, you can:
  1. Export your account data.
  2. Permanently delete your account (with repeated confirmation, typed `delete`, and a final confirmation step).
  • If your account is deleted:
  1. Personal account data is removed.
  2. Your team is frozen/deactivated and cannot play new matches.
  3. Your club history stays visible in past rankings/titles for competitive consistency, but your personal account/profile ownership is removed from it.
  • Deactivated teams are marked as `Abandoned` in rankings/champion-history views.

If you follow this consistently, your club will usually outperform less organized managers.