Players

The most important tool you have as a manager is the players of the club. These virtual football players put their body on the line each and every week in strive for success (and probably a bigger pay cheque). In FreeKick the players are broken down into two types: outfielders and goalkeepers. Outfielders have eight skills that define where the player is most useful on the pitch, while goalkeepers have five unique skills.
All players have their own preferred foot, and gain experience as they grow older and play matches, each has a fluctuating form level, and some even have their own special abilities. Watching them evolve, reach their peak and utilize them the best way possible for the greater good of the club is a real challenge.

Skills

The skills your players can obtain, mixed with how you use them, are the key to winning matches in FreeKick. Each skill has both a current and potential level. The current level is what the player can use at a given time, and the potential is a measure of his talent. After reaching potential, the player only trains at a quarter speed and the potential will raise to the new current.
Only the manager that owns the player can see his skills. For all other managers, the skill is "hidden" to a degree. These hidden skills are represented by denominations which cover a range of 10 points that the skill could be in (except at the two lowest denominations, where the span is 15 points). This gives opposing managers a pretty strong indication of how accomplished a player is, without revealing his exact stats, keeping the game interesting.
Details:
Each skill is divided into 100.0 points. The decimal is hidden so you'll never know exactly how many points your player has in that skill, but often this is negligible, as so many other factors may swing the balance during a match.

Goalkeeper skills

The keeper has five unique skills that separate him from the outfielders. This makes it possible to make these important players diversified and opens for interesting choices by the manager.

Reflexes (RE)

The keeper will use his Reflexes as the primary method of stopping goal attempts. While this skill does not stop goal attempts to occur or even a stand alone skill for the goalkeeper to save a shot, it's fair to say that it's the most important skill for the keeper.
Details:
Normally the keeper saves if his save attempt is better than the score attempt. But there are other factors not affecting the quality of the save attempt, but the result of it. Such factors are the positioning duel with the scorer, a scorer that is totally free or a header from a player that is not seriously challenged.

Goalkeeper Positioning (GP)

With a mix of anticipation and the ability to cut down angles the goalkeeper can make the save attempt much easier. This is especially important when facing long shots.
Details:
The reception quality of the player who attempts to score, compared to the keepers positioning skill, influences the keepers chance to be in position for the shot. Also, being out of position makes it harder for the keeper to control the ball. When facing longshots, the shooters reception does not influence the positioning of the keeper. Instead it's the general quality of the shot that is matched versus both positioning and Reflexes.

Interceptions (IN)

This skill is used to pick down high passes into the box or close down free attackers. Having a very low interception skill might give away good or really good angles, as the midfielders then can put their high passes close to the goal without fear of the keeper picking them down.
Details:
A keeper with lower Interception skill than two thirds (66%) of the Passing skill of the midfielder, run the risk of leaving good angles (+7 Scoring) to receiving attackers. If below half (50%) he risks leaving very good angles (+14 Scoring). When intercepting high passes, the keeper gets +10% to his IN for comparison vs. the Passing of the opponent.

Control (CT)

Used for controlling the ball when saving shots or headers, but also during interceptions. The Control skill works in two ways; the ability to not release rebounds and the ability to release safe rebounds when he has to. A rebound can result in the opponent being totally free, corners, or that the goalie leaves the net wide open. A keeper with low Control can even slip a ball into the net when saving, while a keeper with high control might get his fingertips on a ball that otherwise would find the net.
Details:
Rebounds after Interceptions are less risky as the keeper has a good chance to punch the ball out of the penalty box. Being out of position when trying to save shots makes it harder for the keeper to glue the ball. Having over 50 (or 30 for youth) in control gives the keeper the chance to save shots that he normally would fail to save by an inch.

Organisation (OR)

This skill is especially useful during set pieces like corners or free kicks. It has no relevance for saving penalties. But a keepers Organisation skill is always beneficial for the defensive zone in the penalty box.
Details:
The passing skill and the Orgnization skill are counterparts in affecting the defensive assistance in the penalty box. Read more about that under the assistance section.

Outfielder Skills

The outfielders have eight skills that makes no player alike another. No skill is irrelevant wherever on the pitch you choose to use the player, but of course some skills are more useful in attack and some in defence. To decide which combination of skills is effective in a specific position versus a specific opponent is a task for the manager.
Outfielder skills are regarded out of a penalty box view. If your player has lower passing than these skills, he might not be able to use them at full effect at midfield. Read more about these under "Adjusting skills to midfield".

Scoring (SC)

This ability can not be explained by merely power, accuracy or the right mental attitude, but perhaps a combination of all above. Still, players score for different reasons and some with only one of the above mentioned qualities. Regardless, this is the skill your player uses to overcome the keepers Reflexes and Positioning skill in order to put the ball into the net.

Offensive Positioning (OP)

This combination of speed and mental anticipation is crucial in the offence, especially for the attackers, but also important for the midfielders. Players that can shake off his opponents are not vulnerable to tackles or blocks and are in a good position to score unless closed down by the keeper.
Details:
Being totally free with the keeper is worth so much that an attacker that can pull this off frequently can be allowed to have lower Scoring.

Ball Control (BC)

This is the ability to receive and keep the ball under control as well as dribble past opponents. Without a quality control of the ball the player risks losing possession to an opponent with an adequate tackling skill and the success of coming actions like passes or goal attempts might also be dependent on the control of the ball.
Details:
The taker of a set piece should not have too low ball control, and a player with high ball control is more likely to be able to round the goalie when totally free.

Passing (PA)

This is the combination of finding an opportunity for a great pass and the technique to actually execute it. A great pass gives the receiving player more room to shake off defenders and control the ball (harder for the defence to assist). A lacklustre pass gives the defence more time to catch the receiver and strip him of the ball.
Details:
Although the Passing skill primarily is a midfield skill, it can be useful for attackers and defenders as well. Read "Adjusting skills to midfield" for more information on how a low Passing skill limits a player in midfield.

The quality of a pass also affects the assistance levels in midfield and in the penalty box. Read more about that under the assistance section.

Aerial (AE)

This is a measure of a player's ability to jump, timing of the jump, strength to hold the position in the air and so on. Skills like Passing, Ball Control and Scoring all work in combination with Aerial when the ball is in the air. Defenders in the penalty box usually can use their full Aerial regardless of Tackling skill. Offensive or Defensive Positioning is not affected.
Details:
The effective offensive Aerial skill in the penalty box is the average between the skill your player would have used on the ground and Aerial, but no higher than the Aerial skill. At midfield you can use the average even if it's higher than the Aerial skill. In the penalty box, the defenders can use their full Aerial unless they have below half in Tackling skill. During set pieces, Scoring from headers and volleys are counted as 50% higher (or at least +20) if the players position isn't attacker..

Constitution (CO)

The general physique, health and fitness of a player is important for several reasons. Higher constitution levels will mean less fatigue in matches (stamina), and will make him more resistant to injuries.
Details:
Having low Constitution will cause your players to be less effective at the end of the halves. But a high constitution will not only keep your player fresh, but also allows him to contribute more to the zones (not applicable for Flank backs or wing backs). For every two points above 50 in Constitution, the player contributes 1% more. Having high Constitution can also allow wing backs to create more opportunities for their side and flank backs to stop clear margin. During youth matches, all players are regarded as having +10 Constitution for the purpose of not getting tired, and +15 Constitution to resist injuries..

Tackling (TA)

This is the ability to win challenges defensively, combining a mix of skill, strength and downright guts. Tackling is the primary attribute when making tackles, but is best used in combination with a strong Defensive Positioning skill.
Details:
A decisive tackle might turn one of the opponents' opportunities into a counter attack. Also offensive players with reasonable combination of Defensive Positioning and Tackling are more likely to create chances by stealing the ball from careless defensive players.

Defensive Positioning (DP)

This combination of speed and mental anticipation is crucial in defending, especially for the backline, but also important for the midfielders. It decides, in comparison with the opponents Offensive Positioning, whether the player is close enough to tackle or at least block. Defensive Positioning works best when combined with a reasonable Tackling skill.
Details:
Not being close enough can allow an opponent in the penalty box to be totally free, which is really dangerous. Also, offensive players with reasonable combination of Defensive Positioning and Tackling are more likely to create chances by stealing the ball from careless defensive players.

Special Abilities

Some players have one or several abilities that complement their skills. These abilities do not raise a skill value, but occasionally modify the effectiveness of a skill in match situations or constantly complement an aspect of a skill. A player can have up to three special abilities, but few have even one.
When an ability is in effect it typically gives a +15 bonus to the skill used. Some effects trigger now and then in common situations, while some always are in effect in uncommon situations. When an ability triggers or has a decisive effect it will often be indicated in the match report with flavour text.

Ambidextrous

A player who is Ambidextrous is equally good at both feet and this makes him more flexible. This means that he can play at any side without losing efficiency. His Ball Control skill counts one denomination higher for the purpose of fooling the keeper (the same effect with long shots eventhough BC isn't the main skill) and he always gets a boost when dribbling into penalty box. When achieving clear margin in centre midfield his scoring ability (for purposes of short passes) is one denomination higher. An ambidextrous player can clear the ball with any foot and is therefore impossible to block.

Anticipator

The player has an innate ability to often judge what team mates and opponents intend to do. Offensively (both attackers and midfielders), and defensively in midfield, he sometimes gets a boost to positioning because of this. Defenders in the penalty box are just more reliable in their positioning than normal and always have at least 50% (75% if combined with the Breakthrough order) chance to catch up with totally free attackers. Keepers are, like defenders, much more reliable in their positioning. In addition to this the attacker order Tricky Shot only have half effect.

Artistic

An Artistic player does fun things, and sometimes spectacular (meaning they are actually good for something and gives a boost to the action). Most of all, artistic players are entertaining and that's why they boost the fan mood each week.

Fair Player

This player can play a bit rough, but he has a keen sense of fair play and never fouls. This means that he still can put extra effort into challenges, but never so rough that the Referee will deem it as a foul.

Handsome

He is so good looking that he boosts sales of the merchandize with his name on it. To get this effect after a match he needs to have played at least 30 minutes and he shouldn't have performed badly. If he is the most valuable player in the match, sales of merchadize is boosted even more.

Master of Set Pieces

The player gets a boost in Passing and Scoring when it comes to taking free kicks and corners. A keeper gets a boost in Organization during set pieces only and positioning versus direct free kicks. The ability also affects taking and saving penalties. All outfielders involved in set pieces with this ability have one denomination higher skills in challenges.

Playmaker

He always gets a boost in effective Passing when starting an opportunity and for dominating midfield (creating opportunities). He will always be able to be a part of the midfield domination calculation (double boost if not playing in midfield and ta/dp and op/bc counted as at least half effective passing for this purpose).

He also has a raised chance to counter attack (both in midfield and penalty box) and a defender who is playmaker can make an extra counterattack each match (normally the defence can only make one per match).

The keeper will halve the effect of the attacker order "feint" due this understanding of the play. He will also have an increased chance of counterattacking can make an extra counterattack each match (normally the keeper can only make one per match).

Powerful Legs

This ability enables the player to fire more lethal long shots due to the power in his legs. He gets a bonus to the lowest of passing and scoring for the purpose of beating the keeper (all bonus above the highest is halved). The effect of power shots are increased with 50% and the chance of firing is increased (even when the player isn’t ordered to fired them).

When starting an opportunity, the player has no disadvantage when making a long pass (even if it’s directly into the box). Defensively he will always clear the ball if winning the challenge.

Quick

A quick player gets a bonus (+25%) Positioning for the purpose of being prepared and avoiding that the opponent is prepared. This bonus is doubled in the penalty box. He also gets a bonus for getting first on rebounds and a keeper is better at closing down a free attacker as well as getting a chance to save penalties. He never gets forced to make hasty actions in midfield and doubles the risk for hasty actions for the opponent (and there is always a chance that the opponent will make hasty actions). If playing on the flank each quick player will also add half an opportunity to the midfield domination calculation.

Reliable

A reliable player makes fewer mistakes. He is always regarded as having two denominations (+20) higher experience than he actually has. A reliable player is less likely to miss goal in penalties.

Steadfast

A player with this ability is much more endurable during matches than his Constitution skill indicates. Effectively this means a constant boost to Constitution for all purposes except to resist injuries.

Stopper

The player has a straightforward method of stopping the opponents that he manages to pull of now and then, giving a bonus to his challenge (both in the air and ground). The personal order "ground angles" is also 50% more effective and a stopper gets a bonus when trying to stop clearing attempts.

Sure Feet

Despite the name, the ability affect control of high passes as well. Sometimes a player with sure feet manages to almost glue the ball to his feet (or chest/head) when receiving, giving him a large boost to his reception quality.

When passing to a player with sure feet the passer can ignore making the pass easy to control. The effect is that low quality passes (or dribbles) doesn't lower assistance for the player with sure feet. When the ball is free the player will use his control to always receive a large boost - and this works both when trying to control the ball and challenge the controller.

Sure Hands

A keeper with this always gets a boost to control to handle the ball, but if he fails he is as likely to receive bad or good rebounds as his skill indicates. Immune to the effect of power shots.

Tall

Being taller than his opponents, an attacker is easy to find with high passes. It's easier to achieve good angles and it's harder for a keeper to intercept passes to a tall attacker. If the attacker demands high passes he doesn't risk bad angles for it, but the keeper retains his normal skill for intercepting and avoid good angles. In midfield the player always get a aerial bonus, but it's halved in efficiency as the aerial skill always is combined with either Ball Control or Tackling.

A keeper who is tall negate the bonuses of tall attackers, he is much harder to lob or put the ball at the far post during set pieces. Sometimes he also get a bonus when he intercepts high passes. A tall defender will negate a tall attacker, or raise the chance for bad angles for every non tall attacker he faces. It's harder for a keeper to intercept passes to a tall attacker.

Tough

This player never gets injured. Combined with good physique he will double the bonus to assistance for Constitution over 50.

Personalities

All players have personality traits that describe their character on and off the pitch. Personalities never modify separate skills, but rather how players react when faced with different situations. Personalities come in pairs that are each others counterparts. Each player has two or three personality traits.

Charming & Obnoxious

A charming player can talk himself out of trouble with the referee, while an obnoxious player can talk himself into trouble. Expect the latter to get substantially more yellow cards and suspensions unless your team captain can soften the situations.

Cautious & Reckless

Cautious players tend to stretch the rules in lesser degree to avoid fouling, while reckless players pay less regard to whether they will be stopped by the referee. A cautious player is also somewhat less likely to get injured.

Extrovert & Reserved

An extrovert manner will accentuate other personality traits, good or bad, that the player has, while a reserved manner will do the opposite.

Loyal & Turncoat

A turncoat is counted as having a bit higher player rating than he really has for the purpose of calculating the salary. This doesn't mean that he is unpleasant to be around, just that he is ready to leave the club if he doesn't get a good pay. Loyal players stay at the club for a lower salary than expected.

Confident & Nervous

During set pieces, confident players are regarded as being one experience level higher than normal while nervous, one level lower.

Team Player & Egoist

The player who puts his team first will generally contribute more (10%) in the assistance to his team mates, and the Egoist will contribute less (-10%) While playing in an advanced position like Striker (as long as someone sends extra passes to him), Defensive Midfielder, Winger or Offensive Midfielder, an egoist player will get 10% more contribution from others. Egoist players are also a bit better at being first on free balls.

Resolute & Diva

The resolute player gets going when behind, and work extra hard (+2 denomination in form) in order to get back into the match. A player with the Diva trait is charming (or extrovert if already charming, or confident if already extrovert and charming) when his side is ahead or drawing, but gets obnoxious and reckless when behind.

Content & Ambitious

This set of personality traits is thought to modify how much a player needs to play to avoid being unhappy. That system isn’t implemented yet, so meanwhile content players are regarded as loyal and Ambitious as Turncoats. If they already are this, the result is doubled. In the future content will not be totally positive, and ambitious will not be totally negative.

More Player Values

This information is not a skill, but still relevant when judging a player. As in real life a player is more than just how well he can make a pass or receive a ball.

Player Rating

The skills of each players make them suitable for some positions better than others. For example, a player with high Tackling (TA), Aerial (AE) and Defensive Positioning (DP) could be a perfect central defender, but if you replace Aerial with Passing (PA) and add a little offensive skill he might be more effective in midfield. For the sake of helping you managers, the system will assess every player in every possible position, using his skills and will show you which position is considered to be his best. The system also tells you his weakness and strengths.
The position the system choose, may not be the best position in all cases, since it only values the player without regard to the rest of your squad or the squad you might be facing. You might, for instance, have very few players of a certain type and many of another, so you prefer a player who is really best as wing back as flank or even centre midfielder. How effective a player is in his position is of course also reliant on the opposition and what help he gets from his team mates. It’s important to remember that the rating value just is an assessment based on player skills – it has no impact on its own. If your excellent player proves to work better for you than your superb player, then use the excellent one.

Talent
The system tries to assess how skilled the player will be in the future (at age 27 if he is less than 23, and in 4 years if the player is over 23). To do this the system considers the current and potential skills of the player and the expected training improvement.

Current
The system only consider the player's current skills. From this, the system tells you the player best position and his current rating of the player in this position. Note that if you are viewing the player at the tactics page the value will include current form. The player can then also appear of several tabs if he is multi skilled.

Youth
This is the same a as “current”, but with regard to the level that youth squads are on. Note that this rating only is available for a player still consider youth (wasn’t 21 when current season started).

Performance

After each match, the player will be assessed his performance in the match. This isn't related to the quality of the player but to the importance of his actions in the match.

Match Report

NameLow High
legendary 120
unbelievable 110 119
masterful 100 109
awesome 90 99
brilliant 80 89
superb 70 79
excellent 60 69
good 50 59
decent 40 49
weak 30 39
poor 15 29
awful 0 14
dreadful -1

Age

A player is 15 years old when drafted and age six FreeKick days every real life day. A player can play in the senior squad before he is 21, but he cannot play in the youth squad unless he is under 21 at the start of the season. You should read the section of the manual about training to learn how the age of a player affects it.
Details:
A season in FreeKick runs over approximately 1.6 years, which is why a player age more than one year per season.

Primary Foot

A player prefers the right or the left foot unless he is Ambidextrous (see abilities). A left footed player is most suited for the left side and vice versa. If you use a player on the "wrong" side he will only contribute less with his passes due to the awkwardness of being on the wrong foot a lot.

Experience

As a player participate in competition style matches he will get more experienced and will make fewer mistakes in matches. You will notice this as the risk of actions way below the skill denomination decreases. The referee will more often judge the more inexperienced players effort in a duel as a foul, while the more experienced can get away with a bit more as he knows when to stop.
Details:
Experience is not gained from friendly type matches and youth matches gives much less than senior matches.

Loyalty

How loyal the player is to your club can influence how much you need to pay him to be pleased. This value has not any influence yet and is not fluctuating.

Stamina

Players get tired during matches, which causes them to play less effectively. Although the decrease in efficiency is gradual, the match report warns when a player is pretty (-25%) or extremely tired (-50%). The value in Constitution decides how long it takes before a player gets tired, but all player recover some stamina in halftime or between extra time.

Predictability

The more predictable an attacker is, the more likely it is that he will face the hardest defender in the penalty box. An all-round player is harder to predict than a player which is extreme. The value runs between 0-100%, where 0% is hardest to predict.

Form

This value can be decisive in the choice of players for a specific match, but has no bearing at all on the long term development of the player. Form changes one denomination each week in the direction that the arrow indicates or two denominations if straight down (only when dropping from Awesome/Brilliant form to Decent). Check the form table for details on how much form influences the skill of a player.
Form works in cycles where it goes up to any of the positive denominations (although Awesome is rarer than the four others), then down to one of the negative denominations (although Awful is rarer than the two others), then up again. What denomination form reaches until turning is mostly luck.
The purpose of the form system is to simulate that football players have good and bad periods and that managers should be prepared to handle this reality. As all players have accurate form predictions weeks ahead, a manager can safely make tactical changes (form at tactic page is the accurate one for that date.

Form

Name Bonus
awesome 5
brilliant 4
superb 3
excellent 2
good 1
decent
weak -2
poor -4
awful -5
 

Trainer's Pet

The trainer can pay extra attention to two players (one youth and one senior). The player(s) who is cuddled will reach one denomination higher when in positive form and will turn one denomination higher when in negative form. What player the trainer focuses on can only be changed once per season. If the player is sold, the effect is removed for the buyer, but the trainer cannot choose a new pet until next season. Existing prediction is affected when player is chosen.

Stabilize Form

Three times a season a manager can have a talk with a player to stabilize the form he's headed towards. The next time the player reaches decent form he'll stay there for two more weeks (for a total of three). After that, the player will reach the form he was heading towards before. This action enables the manager to try to plan form influences for important matches.

Training

To train your players, just press "set training" at player view or set training for all players at training overview. It is a bit more advantageous in the long run to split the training between two skills each day, but sometimes you want to raise one skill fast. To do this, choose the same skill in both training slots.
Each week day a player will gain training days. These training days raise the chance of the player receiving an insight and raise his skill. When the player gains insight he actually raises his numerical value for that skill (between "x" and "y"). Playing matches do not influence training either way. Switching the trained skill won't make the player lose the accumulated training days, but he can only gain insight in the skill he is currently training.
Details:
Until a player reaches his 21st birthday he will gradually raise his potentials. When he is 21 or older he will not do this anymore, but on the other hand raises from training is 20% higher. It's possible to train over the potential (and raising it in the process), but it's done at 25% speed. When overtraining it's possible that the raise is so low that the player doesn't raise a whole point.

Injuries

The injury system is balanced to avoid too much good or bad luck. This means that a player will only be injured a certain number of times during a season (assuming playing all league matched) based on his Constitution skill. In other words: the more minutes a player plays the higher risk of injury. So if a player is injured in the first match of the season he will be injured one time less for the reminder of the season. Which players (if any) that was injured during the match is displayed in the post-match line-up, but a complementary club news is also sent to the manager of the injured player(s).
If you, for instance, field a squad of outfielders with 35 in Constitution you would have about two injuries a match, if they had 45 in Constitution you could expect about one a match and if all your players had a Constitution value of over 65 you would seldom have injuries. A player is usually injured a full week. Since the keeper has no Constitution stat, it is assumed to be 45 for this purpose (both senior and youth). Players at the Wing Back position runs higher risk of injuries as that position uses Constitution for performance purposes. It’s also worth mentioning that the risk for injuries is halved during the part of the match where it's too uneven (one side has a clear lead).
We try to avoid that both attackers or both central defenders gets injured in the same match. Only one attacker and central defender may be injured on the pitch at the same time. If the club substitutes, it's still possible to get more than one player of each type injured. It's possible to get three players injured in any given match, where at least one will be a light injury.
The effect of getting injured always lasts one week from the match the player was injured in. If the injury is represented by a red cross, the player cannot participate in competition matches the upcoming week. If the injury is represented by a yellow cross, then the player (if he is an outfielder) has a 20 (-10 for youth) constitution penalty for the purpose of calculating fatigue (not for the purpose to resist further injuries) in the upcoming competition matches. Keepers with yellow cross injuries are instead worn down by shots much quicker than normal. There is 50% chance of an injury being light (yellow) instead of serious (red).
Injuries are reset at end of season to not give disadvantage to those playing qualification matches.

Deterioration

The skills of a player deteriorate as the player grows older. At first the deterioration is slower than the training speed, but after a while the deterioration will start to make the player less competent.
Details:
A skill below the value 25 will not deteriorate as long as there are other skills that are above 25 and may deteriorate given the player's age. High skills lose more when they deteriorate.

Deterioration

Year Skill
27
SC
OP
BC
PA
AE
CO
TA
DP
RE
GP
IN
CT
OR

Transfers

Players can change owner by a five day, semi-open bidding process on the transfer list. The cost of doing so is $100. If you are a VIP manager you can set a specific time any day a week forward, when you want your player to be put on the market. This is possible to conveniently have the deadline in the time of day that you prefer.
The leader of a bidding contest is not revealed, not even to the bidder or owner. The average bid shown is based on the top 10 bidders (or as many there are). If the two highest bids are the same, the club who placed the first bid will win. You may not bid below the average bid (no chance of getting the player) and once your bid is below the average bid, your money is no longer frozen. To make it virtually impossible to calculate the highest bid, the average bid is not shown for the first 2 days of bidding (out of 5).
The player agent will take 10% of the transfer fee. When making a bid you will be asked to confirm the bid. Selling a player that you have owned less than one player year will mean that a part of the profit (the positive difference betrween the first and second sale) of the player will be given to the former owner.
You must have at least 12 players in each squad (youth and senior) or you are not allowed to sell or kick any of them. You are also only allowed to kick or sell twelve players in one week (seven day period), unless it's your first season in the game. Players on transfer, or scheduled to be transferred, are counted to this total. Exception to this rule is that draft always can be sold or kicked (providing that you have 12 youth players) and that emergency recruits (20/20 players) always can be kicked.
A player bought will need seven days to adjust to the new club before being able to play. That is seven full days, plus what is left of the day he's bought. This rule avoids surprises for opponents and underlines the need to have substitutions in your squad. New clubs (existing less than one season) are exempt from the rule as they are typically in turmoil and the club management puts all effort into adjusting new players.

Bids on players that are not transfer listed

If a manager wants a player that isn't listed on transfer, he can make a bid on that player at the player page. The owner will then get the bid as a suggested listing price and if he chooses to put the transfer list all existing off transfer list offers will be attached to it.
A manager must have funds to support the bid and only target three players of a specific club at any one time. The bid is valid for three days and can be cancelled after the first 24 hours (to give the owner a chance to respond to it). The owners can decline bids (and make a comment) and set one or all his players as "not for sale".
When a bid is accepted or rejected all managers bidding for the player will receive information in club news about the event. The owner will of course get information when a bid has been made on one of his players that are not transfer listed yet.

History

The events in a player's life that is noteworthy will be stored under history and all transactions that the player has been apart in will also be displayed. If the owning manager is VIP, the trophies earned by the player during his stay in the club will also be shown at the club page and player page.