In beta

Flicco Manager

Found a football club on the village green. Build it into a top-flight club.

Pick the tactics, scout the players, bring through your own kids and build a club round them. When the big chances come, you play them yourself.

In your browser now, for our beta testers. iPhone and Steam to follow.

A match in Flicco Manager: the keeper at full stretch as the shot flies past him, seen from behind the goal

The whole job

Everything a manager does, and the match too

A proper management game underneath, friendly enough to play on a phone on the bus.

Tactics

Three shapes, five styles, and eight team instructions under them: mentality, pressing, the line, width, passing, tempo and more.

Scouting

Scouts on your staff, sent where you need them, and a search across every player they’ve seen.

Youth

An academy, a youth team and a youth day every summer. Grow your own, and sell them on or keep them.

The club

Ground, training ground, academy and scouting office, built up as the club grows, and a town growing round it.

Matchday

Watch it, manage it, then play the big moments yourself

Every match is played out on the pitch, the highlights as they happen, with a team talk at half-time. Change the shape, the instructions or the players while it’s on.

When your side makes a real chance, the match stops for you. Play it from the build-up to the finish with one finger: draw the pass, bend the shot, beat the keeper. What you do is what the match counts. Or sim it, and read the report.

A player running at the defence towards goal, a teammate making the run beside him

Tactics

Your shape, your style, your say

Pick your eleven on the board and see each player’s rating where he’s playing, and what he’s got left in his legs. Choose 4-3-3, 4-4-2 or 4-2-3-1, a style (pass and move, counter-attack, high press, down the wings, or park the bus), then move any of its eight instructions a step or two: how attacking you are, how hard and how high you press, the defensive line, the width, how you pass and the tempo.

Your scout reports on the next opponent, so you know whether they’ll sit deep or come at you.

The tactics board: the eleven on the pitch with their ratings, the substitutes with their attributes, and the shapes to pick from

Scouting and the market

Find them before anyone else does

Your scouts are staff: hire them, set one on the next opponent, send another on a trip for a full-back under 23 you can afford. Their finds come back as cards to turn over.

Every player you know of is in one search. Filter by position, age, rating, league or what you can afford, compare two or three side by side, and the better your scouts know a player, the sharper his numbers. Then haggle: the fee with his club, then his wages and years with him. Loans too, and offers for your own players when bigger clubs come calling.

Player search: 422 players in a table, with filters for position, age, rating and league, and an offer button on each
Scouting: your scout, his job, and three cards back from a trip to turn over
Your scouts, and what they found
The transfer market: the budget, a shortlist, and players for sale with their ratings
The market
The tactics board on a phone
Tactics, on your phone
The youth squad: the youth coach, the academy, and young players ready to step up
The youth squad

Youth and training

Grow your own

Every summer is youth day: the academy’s new class, turned over one at a time, each with the coaches’ read on what he could become. Any academy can turn up a gem. Keep the ones you believe in; your youth coach picks their team and tells you how they’re coming on, and at 19 they step up.

Each week you choose what the squad works on (shooting, passing, defending, fitness, set pieces or rest), and pick up to three players to grow twice as fast.

The academy on the campus: its pitches with the kids playing four a side, and what the next star would bring

The club grows

Season one, and years later

You start with a grass bank, 200 seats and a few dozen fans. As the club climbs, you build: the ground stand by stand, the training ground, the academy and the scouting office star by star, then a matchday district of food halls, a club shop, a fan park and a museum. And the town grows round your club. Drag to see.

Day one: a single pitch with floodlights on the village green, among fields and a few houses
Years later: a stadium for 58,000, training pitches, an academy, a fan park and a town of flats and shops all round
Day oneYears later

The ground

Benches, then a stand, then a second tier, roofs, corners and boxes. Each side shuts while it’s built, so you choose when. Or build a new stadium elsewhere and move in when it’s done.

The campus

A better training ground trains them faster; a bigger academy has room for more kids and reads them better; a bigger scouting office takes more scouts.

The money

Crowds, sponsors and the matchday district pay for it all. Budgets for wages, transfers and building, and a board with a target for every season.

The climb

Six divisions, from the Village League up

The Village League, the County League, League Two, League One, the Championship and the top flight. Each step up brings a bigger crowd, a tougher league, and a board that wants more. Your club keeps its history as it goes: its records, its milestones and a team photo every season.

And it’s yours from the first day: your name, your colours, and a crest you make yourself.

Day one at the ground: a pitch with a grass bank and a few benches
The ground built up: two tiers of red seats all round, under a cantilever roof

Fair to play

Free to start. Nothing to buy that wins a match.

No energy that runs out, no waiting to play your next match, no subscription. Your club gets better because you run it well.