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Game Manual
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1. Introduction

GoKickOff is a very challenging online football manager game. After you have registered and as soon as your registration application has been processed, you'll receive your football manager account. When you login for the first time, you'll take charge of an unknown, newly established club. Your job is to use your management and tactical skills to the best of your ability in order to compete against thousands of other clubs from all over the world and take your club to the top.

We strongly encourage you to read our manuals and guidelines if you want to stand a chance amongst the thousands of other competitive managers. This document will help you to understand how to play the game in a short time.

Enjoy reading !!!



2. Registration and Activation

Click the "Join free" button on the left side menu on the first page. After that enter your information required for registration. Please input "real information" otherwise it will result in the immediate termination of your account. You must also thoroughly read our terms of service and agree to these terms before proceeding to the next step. Click "Register" to finish the registration process.

Once you've signed up for a GoKickOff account, you'll need to confirm your email address in order to activate your new account. The confirmation link that you'll use to confirm your email address is included in a "Welcome" email, which you'll receive after signing up with us. If you don't receive the confirmation email within a few minutes, check your email account's spam folder to make sure that it wasn't misfiled. If you can't find the email please contact [email protected].

After you've confirmed your email address, you can now login to play the game. Please keep in mind that your club will not be joining any league if your acccount has not yet been reviewed by the GoKickOff staff. It normally takes no more than 4 days to review your account. Nevertheless, you will take charge of your own football club right away. Certain game features are disabled during the activation process, such as buying and selling players.



3. GoKickOff Game System Overview.

The game never ends so you can create your own goals and aims. Normally, the goal is to take your club to the very top of the GKO world. Your competitors are managers from all over the World. Each country contains a league system and a cup tournament. There are 16 teams in each league. During the course of a season each club plays the other 15 clubs twice (a double round robin system); once at their home stadium and again at that of their opponents, for a combined 30 games. Teams will receive three points for a win and one point for a draw. No points are awarded for a loss. Teams are ranked by total points, followed by goal difference and then goals scored. At the end of each season, the club with the most points is crowned league champion. If points are equal, the goal difference and then goals scored will determine the winner. The cup competition is a straight knockout competition and your opponents are clubs from all leagues within the same country.


- Skills of a player increase each day at 00.00 UTC from Training. Reports can be found in the "Training" menu. Attributes will also increase from playing matches.

- You can set a player position freely in GoKickOff. You can also choose his playing style.

- You can promote up to 7 youth players from the academy. You may wish to promote them at the start of each season or throughout the season's duration.

- The official currency of Gokickoff is "G".

- Wages and maintenance fees will be paid on fridays. You will receive income from facilities on fridays.

- At each home league game, you will receive a tickets fee. You can increase this amount by upgrading your stadium's quality and capacity.

- You can build facilities, such as a Training Ground, Fitness Center, and Hotel. Each facility contains a benefit to your squad ability or income with each upgrade.

- At the end of every season, the top 2 ranked clubs in the league are automatically promoted to the above division. On the other hand, the last 6 clubs in the league are relegated to the lower division.

- League matches are held on Saturdays and Wednesdays while cup matches are held on Mondays. If your club is knocked out of the cup or the cup is not scheduled, you can play a friendly match instead. Please note that kickoff time for matches vary for each country.

- The fitness level of a player increase back to 100% every day. However, this does not apply to any injured players.

- You can possess up to 5 coaches. It is advisible to assign the player with a coach who is competent in the skills that you focus on. It is important to balance the number of players per coach as overloading a coach with too many players will diminish the progression of training. If you dislike a coach, you can cancel his contract and hire a new one.

- "Progress rate" dictates how fast a player can improve his attributes. If a player reaches his "limited ability", training will have no effect on his improvement. However, appearances in matches can still yield a skill increase.

- Energy points are to be used for certain actions in the game, such as using scouts and doing club activities . Energy is regenerated by 1 point every 6 minutes.

- The transfer of players in this game is run via an auction system. Players on the transfer market are given a minimum bid amount set by the selling manager. The bidding for players end three days after the auction is started. The user with the highest-placed bid wins the auction and gets the player. Upon making a bid for a player, you will see only the average bid amount and the number of bids but not the maximum. You can guess the maximum bid by using a scout and the accuracy of the guesses will depend on the level of that scout. You can change your bid during the auction period but you CANNOT cancel. To search for a player to buy go to Club Office--> Transfer Market. To sell a player select transfer status on his detail page. If no one makes a bid for your player at the end of the auction, he stays at your club.

- Refer a new user to GoKickOff, and you will be rewarded with extra credits. Collect these extra credits to exchange for a prize. These credits can't be found in the game. Please note that cheating by using multiple accounts to earn credits will result in the immediate termination of your account.

- At the end of every match, skill points of a player may increase but the fitness of that player will decrease.

- Condition, experience, morale, and adaptation points (depending on how long the player is in the team)
have effects on the individual performance of each player in every match.

- At the end of each season, all players age will increase by one year and if he is over 32 years-old it becomes possible the player will retire and leave your club.

- When a player is over 30, his performance may decrease. The chances of a low performance also increase with the player's age.

- A younger player's attribute improves faster than an older player.

- You cannot buy and sell players unless your club has been instated into a league.

- You can only view the attributes of your players and the players with a price tag. If you wish to receive an estimate view of the attributes of a player at another club, you must use your scout. (The accuracy of the estimation depends on your scout's level.)

- Community : Chat Box is available on the first page. You can use it to talk with managers from all over the world. Nation forums are also available.

- Financial reports are available in the game. These will help you to manage your club's income, expenditure and budget.

- Statistical report in this game provides you with all the data that you want to know, such as top scorers and 'Players of the Week'.



4. User Interface

#"Home" is the first page after you login. There are 2 tabs in the middle of the screen: 'Chat Box' allows you to chat with other managers from all over the world . 'Club News' displays the latest news of your club, including finances and transfer updates.


#"Team" is the menu in which to manage your team. In this menu you can setup tactics, train your squads, and much more.
-"Team Overview" shows information of your club in brief.
-"Players" is where you can view your players details and statistics, and also access their individual pages.
-"Youth Players" is where you can view your players who are under-20 years of age and not currently assigned to the first team. It serves the same purpose as the main 'Players' page.
-"Training" allows you to set up training schedules for all your players.
-"Tactics" is where you go to setup your team's tactics for the upcoming match. You also select your starting players and substitutions on this page.
-"Fixtures" displays the season's scheduled matches for your club. You can also view fixtures from past seasons from this page.
-"Staff" allows you to manage your coaches, scouts, and physios.
-"Set Player Shirt No." allows you to assign shirt numbers for your squad. Click here to access tutorials for this menu.
-"Achievements" shows all trophies won by your club: League winners' trophies and runner-up medals, along with any national cup wins are displayed here.
-"History" shows your statistics and records of your team from each league season.

#"Competition" is a menu showing all competitions being held in the GoKickOff world.
-"My League" shows the statistics and records of the league in which your club currently competes.
-"Cup" shows the details of your country's national cup tournament.
-"Friendly Match" allows you to send an invitation to play a friendly match with any manager from any country.
-"Search League" allows you to search for all the leagues being contested in the GoKickOff world.

#"Club Office" is a menu concerning your club.
-"Club News" displays news and events concerning your club, such as finance, friendly invitations and updates on the transfer market.
-"Transfer" is the menu where you can view all bids you have currently made or have received for a player you are selling.
-"Transfer Market" is the place to go to look for players to buy.
-"Finance" shows the financial information of your club: Income, expenses and wage budgets are all shown here.
-"Stadium" is the detail page for your stadium. It is here you can choose to upgrade/degrade your stadium's quality or increase/decrease your stadium's capacity.
-"Academy" allows you to manage your club's academy and promote youth players to the senior team to play in matches.
-"Facilities" allows you to build facilites such as training ground, fitness center, hotel, store, etc. Each facility adds a benefit to your club (income) or squad (training), which increases when you upgrade each facility.
-"Club Activity" allows you to participate in an activity, which will add more G to your club's budget. You can select a 1 hour, 2 hour or 3 hour activity.
These activities require energy. However, your energy regenerates by one point every six minutes.

#"Manager" is a menu concerning yourself.
-"Manager Info" displays your personal information.
-"Personal Messages" allows you to send and receive private messages to other managers.
-"Account Setting" allows you to edit your account information.
-"Suggest Friends" allows you to refer new players to GoKickOff (for which you will be rewarded).
-"My Shortlist" shows players currently on your shortlist. These may be players you are interested in buying.

#"Game Data" shows information about the game.
-"Game Info" shows overview details for your country.
-"Game Events" diplays kickoff times and updates for your country as well as the rest of the world.
-"Search" is GoKickOff's own search engine. You can search for various information including players, leagues and other managers in this menu.
-"Club Ranking" shows Gokickoff's official Club Rankings. This shows the top 100 clubs within your country and also the world's top 100 clubs. You can search for each country's top 100 and also the top 100 of previous seasons.

#"Community" is the official Gokickoff online community.



5. Players Details

Player's Skills - The maximum points of each skill is 20.

Technical Skills
Setpiece
Crossing
Dribbing
Finishing
Heading
LongShots
Marking
Passing
Tackling
Technique

Mental Skills
Aggression
Creativity
Decisions
Determination
Influence
Positioning
Off the ball
Teamwork

Physical Skills
Acceleration
Aglilty
Balance
Jumping
Pace
Stamina
Strength

Goalkeeper Skills
Handling
Reflex
Kicking
One on Ones
Rushing Out
Aerial Ability


"Condition" is the fitness condition of a player.
"Avg Rating" is how well a player performs.
"Morale" is the willpower of a player.
"Injuries" is the injury status of a player. If he is not injured, the status is "None".
"Experience" is the player's level of experience. The higher the experience, the higher the chances that a player performs well and also to hit top form.
"Bans" is the status of a player's suspension, whether he is banned or not. If he is not serving a suspension, the status is "None".
"Contract Length" is the remaining contract length of a player.
"Wage" is the weekly salary of a player.
"Estimated value" is the price tag of a player evaluated by the system.
"Availability" is the status that shows whether a player has a price tag or not. If a player has not been placed on the transfer market, the status is "Unknown".
"Positions" indicates the proficiency of a player in each playing position.
- "Green" indicates high proficiency
- "Yellow" indicates moderate proficiency
- "Red" indicates low proficiency
"Statistics" shows the statistics of a player in the current season such as appearances and goals.
"History" - shows the career statistics of a player.
"Transfer History" shows the previous clubs where the player had been under contract all the way back to the club that promoted him from their youth academy.
"Achievements" shows the accomplishments of a player, such as league awards (e.g. 'top scorer', 'top assist') and first appearance for his national team.
"Reports" is a report given by your scout. The report contains analysis of the target player's ability. You can dispatch a scout to evaluate a player only once per day.
"Limited Ability" is an attribute for players which indicates the maximum that the player's current ability attribute can ever rise to. There are 6 classes of potential ability; Very Bad, Bad, Okay, Good, Very Good, and World Class.
"Progress Rate" is how fast the player can learn. There are 5 classes of progress rate; Very Slow, Slow, Okay, Fast, and Very Fast.
"Happiness" make sure your players are happy. If a player is not happy with his current contract then you should negotiate a new contract, otherwise he may perform poorly. However, being unhappy with the team's league position does not affect his performance.

Player Actions
-"Set Transfer Status" is to put a price tag on the player and place him on the Transfer Market.
-"Renew Contract" is to offer a new contract to the player. This will extend your player's time at the club with a rise in his weekly salary.
-"Release On A Free" is to release the player from your club, but you have to pay for that player's fee release clause.
-"Set to Youth Squad" is to demote the player to the youth team.
-"Set to Senior Squad" is to promote the player to the senior team.
-"Make An Offer" is where you make an offer for the player.
-"Add To Shortlist" adds the player to your shortlist.
-"Remove From Shortlist" removes the player from your shortlist.



6. Training

Training your players properly is important for success. In this game, you are able to select a priority focus area for each player to be trained within. However, skills other than the priority area still have a chance of improvement. You should hire a coach that is competent in the skills you desire for training. Please keep in mind that work overload of a coach is not advised as it diminishes the progression of training for all the players that the coach is assigned to.

The rate of improvement for a player depends on :

1. Progress rate of the player. This is the most important factor.
2. Coach's ability to train the chosen training course.
3. Some club facilities also affect player's improvement.

"Specific skill training" allows you to focus on certain skills. This type of training guarantees an increase in the selected skill but the outcome of this training will be only 75% of the outcome of normal training. However, if your training ground is at level 4 (Good) you will not have this penalty. The same thing applies for fitness or speed training if you have a fitness center of level 4 (Good).

Training outcome is calculated from:

The progress rate of the player + (progress rate of the player x (The level of the training facility/6)) + (progress rate of the player x (The skill of the coach/20))

- Players under the age of 18 have the following bonus:
=> (50+ Working with Youngsters)%
e.g. If a coach with working with Youngster skill of 10 trains a player of age 16, that player will get a bonus of 60%

- Players under the age of 22 have the following bonus:
=> (20+ Working with Youngsters)%

- Players over the age of 27 have -50% training penalty.

- Attributes of a player over the age of 29 decline every day.

- At the end of each season, the progress rate of a player over the age of 23 declines by 1 until the progress rate reaches 1.

- A player uses more skill points as the skill is closer to 20. The rate of the development is also slower as the skill is closer to 20.

- When the 'current ability' of a player reaches his 'limited ability' or current ability is above or equal to 7, training will have no effect in improvement. Only by playing in matches will his skills improve.

- Playing in a match (for more than 30 minutes) helps the player improve his skills. The amount of improvement depends on his rating and progress rate. The improvement from appearances in a match is about the same as the improvement from training. It is advisable to put a player in the first-team frequently if you want to enhance his attributes quickly.

Normally the attribute figures increase by less than one point per day and when they accumulate to one they will be shown. This means that two players that appear to have equal points in a skill will not always have the same amount of "actual" points. For example; if two players have both 14 points of the passing skill, one may have 14.97 points while the other may have only 14.03 points.

Click here to find out how different types of training programs affect how a player improves his skills.



7. Tactics

In GoKickOff, you can devise tactics for winning according to your desires. On the right hand side of the screen, simply select your squad formation. In addition, you can drag and drop a player to change his position and right-clicking on a player gives you the option to instruct his playing style (normal, attacking, defensing).

In the Team Instructions section you are able to set your team tactics.
-"Philosophy" - set your team's philosophy. (Standing --> consistent play , Dynamic --> Game on ) Playing a dynamic philosophy is useful if you are facing a difficult team.
        Standing philosophy make you team squads play as plan. Whereas in contrast,
        dynamic philosophy allows your team to play better or worse depending on your luck (Randomly).
        - Use standing philosophy if you are sure that your team is better than your opponent.
        - Use dynamic philosophy if you certain that you will have a hard time defeating your opponent.
        Dynamic philosophy, at least, let you test your luck.
-"Strategy" - your preferred strategy to be attacking or play defensive.
-"Passing Style" - your preferred passing style; short passing or long passing.
-"Creative Freedom" - whether you want your players to play with discipline or you want to give your players more freedom and play a more creative style.
-"Closing Down" - how your team moves towards an opposing player. Choose if they press the attacking player by pressuring them or stand off and reorganize for defending.
-"Tacking" - how hard your players will tackle in order to dispossess the opponent of the ball, how hard to stop the player from gaining ground towards goal and how hard to to stop them from carrying out what they intend. 'Hard' tackling also increases the chances of a player suffering an injury when tackled.
-"Marking" - your team's defensive play. Choose if they play zone marking or individual man marking.
-"Crossing" - your crossing plan; whether you want to float your crosses in or drill the ball into the box.
-"Roaming" - the movement of the team from their assigned positions.
-"Defensive Line" - how far up the pitch the defensive line of your defenders will be.
-"Focus Passing" - whereabouts on the pitch the players will target to pass the ball up.
-"Counter Attack" - whether you want to use the counter attack strategy or not.
-"Play Offside" - use the offside trap defensive strategy or not.



8. Academy

You can promote a limited number of youth players to the senior team in each season. The ability, limited ability, and training length depend on the level of the academy. The academy is classed in 6 levels: Very Bad, Bad ,Okay, Good, Very Good, and The Best. Please note that maintenance costs increase each time you upgrade your academy.



9. Stadium

Ticket prices depend on the stadium quality. The higher the stadium quality, the higher the ticket price.
You can upgrade both the stadium quality and stadium capacity.



10. Facilities

Each facility can be upgraded and downgraded to 6 levels: Very Bad, Bad ,Okay, Good, Very Good, and The Best. Maintenance cost increases as the facility is upgraded to a higher level.

- "Training Ground" - shorten the training period.
- "Fitness Center" - shorten the training period for speed and fitness training.
- "Player Room" - As you upgrade the player room, the wage budget of your club increases, allowing you to have more players or players with high wages.
- "Museum" - speed up your club's rating increment.
- "Hotel" - increase the income of the club, which also depends on the club's rating.
- "Megastore" - increase the income of the club, which also depends on the club's rating.
- "Bar" - increase the income of the club, which also depends on the club's rating.

Weekly income of Hotel, Megastore, and bar depends on the level of the building and the club rating as follows:

Level 1 of Hotel , Megastore , Bar
level 1 => (5000-7000) + Rating
level 2 => (8000-12000) + Rating
level 3 => (15000-20000) + Rating
level 4 => (25000-28000) + Rating
level 5 => (35000-40000) + Rating *1.5
level 6 => (50000-60000) + Rating *2

Level of player room affects wage budget as follows:

No --> 50000 G
level 1 --> 75000 G
level 2 --> 100000 G
level 3 --> 150000 G
level 4 --> 200000 G
level 5 --> 300000 G
level 6 --> 500000 G

Training Ground and Fitness Center have effect on Progress Rate as follows.

level 1 --> bonus of (progress rate of the player / 6)
level 2 --> bonus of (progress rate of the player / 3)
level 3 --> bonus of (progress rate of the player / 2)
level 4 --> bonus of (progress rate of the player x 2 / 3)
level 5 --> bonus of (progress rate of the player x 5 / 6)
level 6 -->bonus of (progress rate of the player)

Cost for upgrading facilities, stadium, and academy are as follows:

Academy
1  Very Bad  50,000
2  Bad  250,000
3  Okay  1,000,000
4  Good  1,500,000
5  Very Good  4,000,000
6  The Best  10,000,000

Training Ground
1  Very Bad  50,000
2  Bad  200,000
3  Okay  500,000
4  Good  800,000
5  Very Good  1,500,000
6  The Best  6,000,000

Fitness Center
1  Very Bad  50,000
2  Bad  150,000
3  Okay  500,000
4  Good  800,000
5  Very Good  1,200,000
6  The Best  5,000,000

Player Room
1  Very Bad  50,000
2  Bad  200,000
3  Okay  500,000
4  Good  800,000
5  Very Good  1,000,000
6  The Best  2,000,000

Club Museum, Hotel, Mega-store, Bar
1  Very Bad  50,000
2  Bad  200,000
3  Okay  500,000
4  Good  800,000
5  Very Good  1,200,000
6  The Best  5,000,000




11. Transfer

You can buy new players from the transfer market. Players that have a price tag and are transfer listed can only be found in the transfer market. The manager that wins a bid gets the listed player. Although you can only see the average bid of the desired player and the number of people who bid for the player but not the maximum, you can use your scout to estimate the current maximum bid. However, the accuracy of the estimate depends on the level of your scout.



12. The Match

This menu shows information of a match such as match time, results, number of attendances, etc.

-"Starting Elevens" shows the starting eleven players of each team.
-"Match Report" details important events that happened during the match.
-"Match Formation" shows the formation of each team.
-"Match Stats" shows match statistics such as shots (on Goal), possession percentages, etc.
-"Comment" is where you can post comments about a match.

Number of spectators for a match depends on the average rating of both team (Home team account for 70% and away team account for 30% ) as follows:

more than 8000 spectators --> 32000-40000
6000-8000 spectators --> 26000-32000
4500-6000 spectators --> 22000-26000
2500-4500 spectators --> 18000-22000
1500-2500 spectators --> 13000-18000
500-1500 spectators --> 10000-13000
less than 500 spectators --> 6500-11000

For the top 3 divisions of each country, every match is guaranteed a minimum number of spectators.All games in the Top Level league, 'B' leagues and 'C' leagues are guaranteed a minimum of 20000, 15000 and 12000 spectators, respectively. Nonetheless, if the capacity of your stadium is only 7000 seats there will be only 7000 spectators for each game.

The ticket price for a match depends on the quality of the stadium as follows.

Very Bad --> 8 G/seat
Bad --> 9 G/seat
Okay --> 10 G/seat
Good --> 11 G/seat
Very Good --> 12 G/seat
The Best --> 13 G/seat

Tactic Section

1. You can select a free-kick taker, corner taker, target man(FW), Mark opponent Target Man (DC), and penalty-kick taker (in game).

* Target man in the tactic section refers to the player who will look to win headers and flick on's.
** Mark opponent Target Man refers to a defender who will mark the opponent's target man.
*** You don't need to set a target man if you have several forwards who have a good heading ability because the defender cannot always mark them.

2. You can set advance player instructions to specify what a player should do when he has the ball.
- Longshot => Rarely, according to the team's tactic (Default), or Often.
- Run with ball - to dribble past defenders => Rarely, Sometimes (Default), or Often.
- Tactic in the penalty area => Try to pass the ball (unless he is one-on-one with the keeper), Normal (Default), or to take a shot himself.

3. "Match of the Season" (or simply MotS) are matches in which managers get their squad extremely motivated and ready. When using this option, all players become highly concentrated on the game. They will put all their efforts towards victory and glory. You can only use 2 MotS in a season.

4.You can change your tactics during a match. However, you have to set the conditions and instructions in advance. Examples of conditions are goal difference (if you're winning, losing or drawing), time (how much time has played), etc.

5. An attribute call "env" controls every player's performance in a match. (Maximum is 100%) A player will not perform exactly 100% as his attributes shown in his player's profile.

    There are factors affecting his performance as follows:

        1. Experience - The higher experience, the better chance he plays well regularly.
        2. Morale
        3. Proficiency within the chosen playing position.
        4. Condition - Efficiency decreases alongside condition. A player will not have this penalty if his condition is over 92%.
        5. Adaptation to the team.

You cannot evaluate a player's ability by the number of stars in the scout report as it is calculated from the overall ability ignoring his playing position. The system evaluates the net ability of a player in his playing position and then multiplies by env.

Factors affecting ball possession.

1. Team formation affects ball possession - Attacking formations tend to let your team have more ball possession than defensive formations. Midfielder is the position that affects ball possession the most. However, having too many midfielders isn't a good idea.

2. Ability of all players except the goalkeeper.

3. Advantage of home game (only for league competitions).

4. Team tactics that have influence on ball possession.

    4.1 Strategy - Has great impact on ball possession. Attacking strategy increases the team's chance of creating an opportunity to attack. While on the other hand, defensive strategy decreases this opportunity on both sides.

    4.2 Defensive Line - Pushing up the defensive line increases the opportunity of building an attack from the back, whereas a deep defensive line decreases this opportunity. A deep defense is more useful if you are playing a defensive game.

    4.3 Creative Freedom - Increases your ball possession if your team has creative-minded midfielders.

    4.4 Tackling - Hard tackling includes a small increase in your ball possession as your players become more ruthless in their attempts to win the ball.

    4.5 Marking - Using the right strategy that suits your players increases your chances of winning possession of the ball.

        Key attributes affecting the marking strategy. System evaluates the difference between the average values of both teams. (The more, the better)

        Zone

        Team Use Average of (mc mr ml dmc dmr dml dl dr dc)
            Acceleration, Positioning, Tackling
        Opponent Team Average of (mc mr ml amc amr aml fc fr fl)
            Acceleration, Off the ball, Passing

        Man Marking

        Team Use Average of (mc mr ml dmc dmr dml dl dr dc)
            (Strength+Balance)/2, Marking, (Jumping+Heading)/2
        Opponent Team Average of (mc mr ml amc amr aml fc fr fl)
            (Strength+Balance)/2, Technique, (Jumping+Heading)/2

    4.6 Closing Down

        Key attributes affecting the closing down strategy. System evaluates the difference between the average values of both teams. (The more, the better)

        Press More

        Team Use Average of (amr aml amc mc mr ml dmc dmr dml dl dr)
            (Pace+Acceleration)/2, Stamina, Tackling
        Opponent Team Average of (mc mr ml amc amr aml fc fr fl)
            (Pace+Acceleration)/2, Aglilty, Technique

        Stand-off More

        Team Use Average of (amr aml amc mc mr ml dmc dmr dml dl dr)
            (Strength+Balance)/2, Marking, Positioning
        Opponent Team Average of (mc mr ml amc amr aml fc fr fl)
            (Strength+Balance)/2, Off the ball, Passing

    4.7 Roaming

        Key attributes affecting the roaming strategy. System evaluates the difference between the average values of both teams. (The more, the better)

        More Roaming

        Team Use Average of (mc mr ml amc amr aml fc fr fl)
            (Pace+Acceleration)/2, Stamina, Teamwork, Off the ball
        Opponent Team Average of (mc mr ml dmc dmr dml dl dr dc)
            (Pace+Acceleration)/2, Marking, Teamwork, Positioning

        Stick To Position

        Team Use Average of (mc mr ml amc amr aml fc fr fl)
            (Strength+Balance)/2, Creativity, Technique, Passing
        Opponent Team Average of (mc mr ml dmc dmr dml dl dr dc)
            (Strength+Balance)/2, Decisions, Tackling, Marking

    4.8 Having a player with a high 'influence' attribute as your captain will have a positive effect on your team.


Opportunities to score

Please note that we mention only the key attributes affecting the creation of a scoring opportunity. There are, however, other factors that have positive effects on these opportunities. Plus keep in mind that not all factors are equally weighted for their dependence on the actions.

Surroundings affect on player's action as well. Excellent attackers may have a hard time scoring against a packed-in defense. Whereas in contrast, weak attackers may pass through the defense easily if he is outnumbered by the defenders.

Key attributes affecting the creation of opportunity to score...

    Pass Ball On Floor

        Player Action : Creativity, Off the ball, Passing, Technique, Teamwork
        Opponent Player : Decisions, Positioning, Tackling, Marking

    Pass High Ball

        Player Action : Creativity, Off the ball, Crossing, Technique, Teamwork
        Opponent Player : Decisions, Positioning, Tackling, Marking

    Drill Cross (By Line)

        Player Action : Acceleration, Pace, Aglilty, Dribbing, Technique, Off the ball, Crossing, Passing, Strength, Balance
        Opponent Player : Positioning, Marking, Acceleration, Pace, Aglilty, Strength, Balance, Tackling, Decisions

    Float Cross (By Line)

        Player Action : Acceleration, Pace, Aglilty, Dribbing, Technique, Off the ball, Crossing, Strength, Balance
        Opponent Player : Positioning, Marking, Acceleration, Pace, Aglilty, Strength, Balance, Tackling, Decisions

    Dribbling

        Player Action : Dribbing, Technique, Aglilty, Acceleration, Pace, Strength, Balance
        Opponent Player : Decisions, Marking, Acceleration, Tackling, Strength, Balance

    Finding an opportunity to score (with the ball)

        Player Action : Off the ball, Dribbing, Acceleration, Pace, Aglilty, Strength, Balance, Technique
        Opponent Player : Positioning, Marking, Strength, Balance, Tackling, Decisions

    Challenging the defenders at heading

        Player Action : Jumping, Heading, Off the ball, Strength, Balance, Technique
        Opponent Player : Jumping, Marking, Strength, Balance, Heading, Positioning

    Beating the defenders for the ball from a drill cross.

        Player Action : Off the ball, Acceleration, Pace, Aglilty, Strength, Balance, Technique
        Opponent Player : Marking, Positioning, Tackling, Strength, Balance, Acceleration

    Shot (Score or not)

        Attacker : Finishing and the result of finding an opportunity to score.
        Goalkeeper : Handling, Reflex, Positioning, Jumping, Decisions, One on Ones, Rushing Out, Aerial Ability

    Long Shot

        Attacker : Long shots and the result of finding an opportunity to score.
        Goalkeeper : Handling, Reflex, Positioning, Jumping, Decisions, One on Ones, Rushing Out, Aerial Ability

    Heading towards goal

        Attacker : Heading Technique and the result of finding an opportunity to score.
        Goalkeeper : Handling, Reflex, Positioning, Jumping, Decisions, One on Ones, Rushing Out, Aerial Ability

    One on One Shot

        Attacker : Finishing, Off the ball, Dribbing, Technique
        Goalkeeper : One on Ones, Positioning, Reflex, Handling

    Offside

        Attacker : Off the ball, Acceleration, Pace
        Defender (Average of dl dr dc) : Positioning, Acceleration, Decisions, Teamwork

    Corner : Setpiece, Crossing

    Freekick : Setpiece, Finishing, LongShots

    Penalty : Setpiece, Finishing, Technique

    Counter Attack (Short) :

        Player who launches a counter attack : Passing, Creativity
        First Attacker : Passing, Off the ball, Acceleration, Pace
        Second Attacker : Passing, Off the ball, Acceleration, Pace
        Defender : Positioning, Tackling, Marking, Acceleration, Pace

    Counter Attack (Long) :

        Player who launches a counter attack : Crossing, Creativity
        Players who run for the ball : Off the ball, Acceleration, Pace
        Defender : Positioning, Tackling, Marking, Acceleration, Pace

**** Stadium quality has positive effects for home games (League competitions only). The higher, the better.



13. Staff

"Coach" You can possess up to 5 coaches. If you dislike a coach, you can choose to annul his contract and hire a new one.

"Coach's skill" is composed of these attributes:
-"Attacking" is the capability of coaching attacking drills.
-"Defending" is the capability of coaching defensive drills.
-"Goalkeepers" is the capability of coaching goalkeeping drills.
-"Shooting" is the capability of coaching shooting drills.
-"Setpiece" is the capability of coaching free kick and corner kick drills.
-"Ball Control" is the capability of coaching ball control drills.
-"Tactical" is the capability of coaching soccer tactical drills.
-"Aerobic" is the capability of coaching headball drills.
-"Fitness" is the competency of physical and speed training.
-"Mental" is the competency of mental training.


-"Team Scouts" is the capability of your scouts. They have two different skills:
-"Analysis" is the competency to evaluate maximum bid price of a player
-"Judge Player" is the competency to approximate the power of a player.

"Team Physio" is your club's medic.
-"Physio Skill" is a healing ability. The higher the healing ability, the faster the recovery of the soccer player.

Click here see some tips and tricks about "Trainer and Trainee".



14. Finance

It is important for you to always make good financial decisions. A negative cash balance will result in a higher chance of your club going bankrupt. (If your club goes bankrupt you will have to start the game all over again).



15.Teams

Your total numbers must be at a minimum of 16 players, and the maximum amount is 50 players. The recommended amount is around 20 players, so you don't have to shoulder the financial burden. You should also consider selling any players who you deem surplus to requirements, or youths that don't stand a chance of ever breaking into your first team.

"Club rating" is the reputation power of a club. The higher the club rating, the higher the number of fans.
The bigger the number of fans, the more income you will earn from the increasing number of spectators in your stadium and also from selling souvenirs during the club activities.



16. GoKickOff soccer league system

The system consists of a hierarchy of leagues in a pyramid structure, bound together by promotion and relegation. Each country has a single league in the highest division. Below the top League is divided into 3 divisions and so on.

Here is an example of a league 'pyramid':

level 1 : A
level 2 : B-1,B-2,B-3
level 3 : C-1 to C-9


At the end of the season, the top 2 placed clubs in a league are automatically promoted to the division that lies directly above it. The 1st and 2nd placed clubs in leagues B-1, B-2 and B-3 are promoted to the Top Level for the next season. The bottom 6 clubs in a league are relegated to the division directly below it. For example, the clubs that finish in 11th to 16th place in Top Level will be relegated to Leagues B-1, B-2 and B-3, with two clubs being placed at random in each league.



17. Cup

Every season a knockout cup competition is held in all countries. However, not all clubs are eligible. At the end of the season, the winning club will receive prize money and a major trophy on their 'Achievements' page. (1,500,000 G) The runner up will receive a consolation sum. (750,000 G). However, prize money in a country with inactive players will be lower.



18. Friendly Matches

Friendlies are held every Monday. Please note that you can collect money from tickets and also develop your players' skill in friendly matches. So it is important that you use your time wisely.

P.S. As cup matches are also held on Mondays, clubs still competing in the cup cannot play friendlies.



19. Club Activity

You can do one club activity at a time. These activities last for 1-3 hours. You will notice a message in your "Alert Box!" when the activity is completed and you can start another.



20. Club Rating

Your club rating may increase or decrease after a match. At the end of each season, your club's rating will be adjusted to the appropriate rating of your position in the league. For example, if Team A has a club rating of 3434 and finishes fifth place in League B-3. The fifth-placed club in League B-3 should usually have a club's rating of 5000. Therefore, Team A's club rating may increase around 100 to 200.



21. Players' Performance In A Match

After each game, players' fitness conditions will decrease. However, his condition is replenished at a rate of 3% daily, depending on his training.
How well a player performs on the pitch depends on:

1. His ability.
2. Proficiency in his assigned position.
3. Experience. The higher the experience, the higher the chances that a player will perform well and also hit top form.
4. Condition Efficiency decreases as condition decreases. A player will not have this penalty if his condition is over 92%.
5. Morale
6. Adaptation to the team.



22. Bonus From Matches

At the end of every match, an attribute of a player increases. The amount of this improvement depends on his progress rate (coaches and facilities do not have an effect). It also depends on the current skill level as follows.

- skill level < 15=> Normal rate
- skill level (15-17.99) => 1.5 times slower
- skill level > 18 => 2 times slower

For goalkeepers,
- skill level < 13=> Normal rate
- skill level (13-16.99) => 1.5 times slower
- skill level > 17 => 3 times slower

*In sum, training is slower as the skill level is closer to 20.

*A player receives different training bonuses from different competitions.
*(In the case 'Current Ability' < 'Limited Ability')

- League, WCL => 8 times the number of progress rate star.
- Cup => 6 times the number of progress rate star.
- Friendly match => 4 times the number of progress rate star.
- Nation team => 10 times the number of progress rate star.
- Nation u21 team => 8 times the number of progress rate star.

A player receives training bonus from a match if he plays in that match for at least 30 minutes.

A player who has current ability > limited ability receives small amount of training bonus.



23. League Prizes

At the end of the season, prize money will be given to every club. The amount a club receives varies according to the rank and accomplishment of a club. It also depends on the division. The prize money in a higher division league is worth more than the prize money in a lower division league as follows:

Division\Ranking #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12
Top Level 1,000,000 G 750,000 G 600,000 G 500,000 G 400,000 G 300,000 G 250,000 G 200,000 G 190,000 G 180,000 G 170,000 G 160,000 G
level 2 550,000 G 400,000 G 300,000 G 200,000 G 150,000 G 125,000 G 100,000 G 100,000 G 100,000 G 100,000 G 100,000 G 100,000 G
level 3 350,000 G 250,000 G 200,000 G 150,000 G 100,000 G 75,000 G 50,000 G 50,000 G 50,000 G 50,000 G 50,000 G 50,000 G
level 4 250,000 G 150,000 G 100,000 G 75,000 G 50,000 G 40,000 G 35,000 G 35,000 G 35,000 G 35,000 G 35,000 G 35,000 G
level 5 200,000 G 125,000 G 100,000 G 75,000 G 50,000 G 40,000 G 35,000 G 30,000 G 30,000 G 30,000 G 30,000 G 30,000 G
level 6 150,000 G 100,000 G 75,000 G 50,000 G 40,000 G 35,000 G 30,000 G 25,000 G 25,000 G 25,000 G 25,000 G 25,000 G
level 7 and below 100,000 G 60,000 G 40,000 G 35,000 G 30,000 G 25,000 G 20,000 G 20,000 G 20,000 G 20,000 G 20,000 G 20,000 G

League prizes in countries with inactive players are lower than league prizes in countries with active players. However, league prizes will be the same for all countries that have active players.



24. World Club Champions Cup

The World Club Champions Cup is the biggest club tournament in the GoKickOff world. It is held every season between the best clubs from every league in the world. Quota of qualifiers for each country are not completely equal as they depend on the strength of their country's coefficient. In GoKickOff, these coefficients are statistics used for ranking and seeding teams in club and international competitions. The coefficient of a nation is calculated from the accumulated score of every club from that nation that competed in the previous five tournaments of the World Club Champions Cup. Quota of qualifiers ordered by national strength coefficients are shown below:

# Group Stage
(League)
Qualification
(League)
Qualification
(Cup)
1 - 8 2 1 1
9 - 16 1 2 1
17 - 24 1 1 1
25 - 40 0 1 1
41-208 0 1 0


Group Stage: Refers to the qualified clubs that enter the first round or the group stage.

Qualifying (League) : Refers to qualified clubs that enter the qualification round from top level quota.

Qualifying (Cup) : Refers to qualified clubs that enter the qualification round from cup quota.

** If a club wins both their league and cup tournament, then the club that finished 2nd in the league will also qualify for the tournament (Not the cup runner-up).

**The 'home advantage' does not apply in this tournament. Prize money is also divided in half.

This tournament has 3 main rounds as follows:

1. Qualification consists of 3 rounds. The winners will enter the group stage.

2. Group stage is comprised of 64 teams that advanced from the qualification rounds as well as those seeded in the qualification quota. These teams are divided into 8 groups of eight. In each group a single round-robin is played, where each team plays one match against each of the other seven teams in the same group. Teams are awarded three points for a win, one point for a draw and none for a defeat. The teams that finish first and second in each group qualify for the knockout rounds.

3. Knockout Stage - The knockout stage comprises of the 16 teams that advanced from the group stage. There are 4 rounds of matches, each round includes half of the remaining teams being eliminated. The rounds in this stage are the round of 16, quarter-finals, semi-finals, and the final. In the round of 16, each group winner is drawn against the runner-up of any group, including the runner-up from their group. In the knockout stage, any matches with the score tied after 90 minutes will go into extra-time (30 minutes). If the scores are still level after that, then there will be a penalty shootout.

The champions of the tournament will be awarded with prize money sum of 3,000,000 G and a trophy icon on their achievements and team overview pages. The runners-up receive a prize of 1,500,000 G. Matches for this tournament are held at 14:00:00 UTC on Thursday.




Last but not least Please visit our online tutorials and online tips and tricks.