A living world that ticks
xtboss is a football management game played against a living world: 744 clubs in a ten-division pyramid, almost all run by AI managers, a few by people like you. The world advances in daily ticks. You declare intentions — training plans, tactics, draft picks, transfer bids — whenever you like; the next tick validates them, makes them real, plays the matches and publishes the results. Nothing waits for you, and nothing needs you online at 3 a.m.
The pyramid is arranged in twin pairs: the top pair is two parallel divisions of one group each, and every step down doubles the number of parallel groups. Every group holds 12 clubs. Each twin pair is a genuine talent tier — the players who belong two divisions up really are a class above yours.
Taking over — the one draft you never get back
When you first claim a club you get a one-time offer: redraft the squad's core. The top seniors and academy players each present a board of four alternatives — every card the same age, wage, contract and hidden ceiling as the original. The draft changes the shape of your squad, never its fortune. At least two goalkeeper boards are guaranteed per squad, and you pick both squads' formations.
It is all or nothing: draft the core and every slot is drafted (anything you skip, your scout fills), or keep the assembled squad untouched. The window is the claim week and the next — it never reopens.
Draft for shape, not for stars — the ceilings are fixed. Decide your formation first, then draft the profiles that formation wants. A 4-4-2 club drafting three playmaker cards has wasted its only draft.
Your club and your week
You run two squads — up to 30 seniors and 30 academy players — plus a wage budget, a formation identity per squad, and a training ground. The club pages are your office: Overview (table, fixtures, pending changes), Squad/Youth, Training, Tactics (the laboratory), Matches (full reports), Transfers, and the Daily report — your club's news feed.
The week
| Day | What happens |
|---|---|
| 1 | Week start + training — the week's development lands; the academy signs its draft pick. On a new season's first day, all season business settles here: promotion/relegation, group redraw, contract repricing, budget enforcement, the auction, retirements. |
| 2 | Senior match |
| 3 | Training day |
| 4 | Youth match (global Swiss round) |
| 5 | Training day |
| 6 | Senior match |
| 7 | Week end + training — motivation updates; on promotion weeks, the youth-to-senior window runs. |
Training runs as four lighter sessions on the match-free days; recovery and rehab run every day. A season is 13 weeks: 11 league weeks (22 senior rounds) and a two-week break where the youth Swiss intensifies and the season's business — auction, contracts, budgets — is settled.
Youth teams never play in the pyramid. All 744 academies play one global Swiss tournament — every week your youth XI meets a similar-record academy it hasn't faced. No relegation, no table anxiety: youth football exists to develop and reveal players.
Players — what you can see, and what you can't
Every player shows attributes (0–100). Outfielders: passing, finishing, ball control, tackling, offensive positioning, defensive positioning, jumping, composure, stamina, speed, aggression, teamwork. Goalkeepers vary in nine of their own. No attribute is decorative, and none does only one job — the Handbook maps every place each one acts. The short version worth carrying to a scouting trip:
- Positioning vs speed: positioning is when you set off and how much presence your footprint carries; speed is whether you get there. Races in behind, recovery runs and loose balls weigh them separately.
- Ball control dominates the first touch (it enters squared) and everything with the ball at your feet. Composure is the relief on everything done under pressure — and, like teamwork, it only grows through matches, never on the training ground.
- Teamwork is coordination: the press-lock, the offside trap stepping in unison, whether a numerical overload actually finds the free man, and collective sight on both sides of the long ball — reading it in defence, making it playable in attack. Always measured against this opponent's average.
- Jumping is the whole set-piece game. Aggression buys disruption and costs cards — it sits outside the strengths-and-weaknesses budget; a fiery player paid nothing for his temper.
The hidden ceiling
Every player carries a hidden ceiling drawn from the world's talent supply — for every top-pair talent there are two of the tier below, four of the next. A 16-year-old's current ability tells you nothing about his ceiling. All academy entrants start at roughly the same modest level; the ceiling expresses itself only through training, along a hidden personal curve — some spurt early, some bloom late.
Development, decline, motivation
Players do not improve by having birthdays. Ability moves through training (the main engine, aimed at a role's curriculum) and matches (development in the role actually played — and the only source of composure and teamwork: both are experience, banked match by match). Sometime in the mid-to-late twenties decline begins: physique fades first, technique holds longer, the football brain endures longest — which is why veterans retrain into new roles. From then on, training maintains rather than builds.
Players also carry motivation. Playing regularly in a good side sustains it; rotting on a bench drains it. Below a personal threshold, a player retires at season's end. A benched veteran goes quickly; a playing regular hangs on.
Three ages rule every plan: 16 — enters your academy through the draft. 21 — unpromoted academy players are released. 23 — youth contracts end and the player goes to auction, including yours. Keeping your homegrown star means winning him back at market price.
Scouting — evidence, not revelation
Every scout report shows an estimate with a confidence interval. At 16 the interval is enormous — the report genuinely says nothing. It narrows with evidence, and the two kinds move at different speeds:
- Matches are public evidence. Every appearance narrows the whole world's estimate — per role, so where you field him decides what the world learns about him.
- Training is private evidence. Your staff watch daily; your own estimate narrows roughly twice as fast as the public one.
By 23 the estimate is exact for everyone — which is precisely why the market opens then. What is never revealed: the ceiling itself, the growth curve, the decline age. You infer; you never read.
This asymmetry is a strategy. Field a prospect and the world learns him with you — his auction price at 23 will be honest. Train him quietly and rarely play him, and at 23 you know more than the bidders do. Both are legitimate; pick one on purpose. One safeguard: listing a player under 23 publishes your private estimate with him — the market never knows less than the club that let him go.
The academy and the weekly draft
Every week, if your academy has room, you receive a draft board: four 16-year-old prospects — pick one. The four differ in profile and best role but share the same hidden ceiling that week. There are no trap weeks and no jackpot weeks: the choice is always what shape of player do I need, never a gamble on quality. Over time every club receives the same distribution of talent. Dynasties are built by developing and keeping, not by lucky draws.
AI clubs pick automatically. Your board waits — but an empty academy slot earns nothing, so dithering has a price. Three times a season a promotion window lets academy players step up to the seniors.
Training, wear, and cohesion
Each squad has a weekly split across four axes: Technique (banks development toward each player's training role), Fitness (stamina, load tolerance — and for finished players, slowly, the stamina ceiling itself), Rest (the counterweight), and Tactics (drills the squad as a unit: cohesion).
By default each player trains toward the role that fits him best. You can override any player — a different role's curriculum, hand-weighted attributes, or pure maintenance for a veteran. Where you field a player and where you train him are your two development levers.
Wear — the injury clock
Matches and hard training accumulate wear; rest recovers it. Wear quietly degrades match performance — lightly at first, steeply when high — and above a threshold every match carries injury risk: the more worn, the likelier and the longer the injury. Rotation is the cure, and rotation costs nothing in cohesion.
Cohesion and the formation switch
Cohesion (0–100 per squad) is how drilled the group is — it sharpens the squad's shared understanding, so everything teamwork coordinates on the pitch reads a shade better, in defence and attack alike. It grows from tactics training and drops only when the group changes: each new arrival costs a bit, and a formation switch resets it entirely. Switching formation also takes a week of retraining and resets zone plans and lineup pins. Choose your identity with care; change it with purpose. Rotating within your squad is free.
Tactics — footprints, plans, and eight honest sliders
Your formation is the squad's structural identity: eleven role slots, each an influence footprint — an ellipse on the pitch that weights where the player receives, duels and presses. The role fixes the footprint's identity; each player then carries four dials that tune him within it — attacking weight (how much of himself he commits forward), lateral lean (touchline or half-space), joins the attack and joins the press (how far he steps up in those phases — long excursions cost legs all match). All four are clamped to the role's own band, so a plan can never turn one role into another. The tactics lab draws all four phase shapes your team stands in, and jumps to whichever one you are editing.
The four shapes — and the one boundary that switches them
A team owns four standing shapes: build-up and attack with the ball, press and block without it. At any moment it stands in exactly one, and the choice is made by a single boundary: the defending side's press line. While that line is in front of the ball, the pairing is build-up against press. The moment the ball passes it, both teams switch in the same instant: attack against low block. Your four line sliders place these shapes; the ball decides which pair is on the pitch.
The eight sliders
Every slider starts at the engine's own calibrated value — an untouched panel plays the neutral world bit for bit. Every one is a trade-off; there is no "more is better" direction.
Tempo
How fast you play. Quick receivers face less pressure and catch the keeper unset; hurried touches are fumbled more.
Raise with sure-touch players against sides that crowd the ball; keep it down when your receivers' control is the weak link.
Risk
How much the scoreline changes your play. High risk keeps attacking in front and chases hard behind; low risk banks a lead early. At level scores it does nothing.
Raise it when only a win moves you; it cannot hold a draw.
Build-up line
How far the back line sinks below your attacking line to play out against a press — sinking stretches their press thin, but drags the build-up nearer your own goal. From 50 up it holds the attacking line.
Sink it against sides that actually press your restarts; against a team that sits off it does nothing at all.
Press height
How far above your defensive line the team steps up to lock the opponent in. Contests every pass early, drains legs, and leaves more grass behind the line. From 50 down it stays home in the block.
Step up with a fit squad and quick centre-backs; stay home against sides that go long over the top.
Defensive line
How high the back line holds when you defend. High squeezes the pitch and springs the offside trap; deep packs your own box and concedes the ball in front of it.
Push high with quick centre-backs and a sweeping keeper; drop deep against runners in behind.
Attacking line
How high the team sits with the ball. High supports the attack with more bodies; it is a long way home when you lose it. Your front line needs no telling: your forwards always step up to the opponent's back line — their line is both the ceiling and the anchor — so this slider places the rest of the block behind them.
Lay siege to deep blocks with it; pull it back against teams that break well.
Width
How far apart the team stands across the pitch. Wide stretches them and opens crossing lanes; it thins your own centre too.
Go wide with real wingers and someone to meet the cross; stay narrow when they hurt you through the middle.
Coverage
How much ground each player covers rather than holding a tight zone. Wide coverage reaches more of the pitch; tight coverage is dense where it stands and leaves gaps between.
Spread it with mobile, well-positioned players against sides that switch play; keep it tight to win the duel where you stand.
The lab
The tactics lab is two things, deliberately. Your formation and XI: the pitch draws every role's footprint, toggles between the attacking and defending shape, and lets you swap the player in a slot and nudge his attacking weight — that is the whole per-player surface. Team tactics: the eight sliders, each opening into a plain-language note on what it trades, with named presets (Gegenpress, Low block, Route one, Possession…) that are nothing but bundles of the same sliders — touch any slider and you are on Custom. A live mini-pitch under the sliders replays your shape through four moments — settled attack, build-up against a press, deep block, pressing — so you see the lines move the block, width pull the ranks apart, coverage grow the footprints as you drag. Your next opponent's observed shape sits in a closed panel below: worth a look, not a screen of its own.
Roles at a glance
Outfield roles group into five families by phase of play. Fit is what matters — the game always evaluates players against a position's actual demands, never a name tag.
| Family | Roles | The job |
|---|---|---|
| The last line | CB | Dense deep cover across the back line; steps up to build. |
| The anchors | FB · IFB · HB · DM | Deep stability: flank anchors, the inverted full-back stepping into midfield, the holding pivots. |
| The links | REG · BWM · CM · WB · WM | The connectors — deep playmaking, ball-winning, box-to-box running, the flank shuttles. |
| The creators | MEZ · IW · AM · WG | Half-space runners, inverted and byline wingers, the ten. |
| The spearhead | ST | The finisher the whole machine delivers to. |
Lineup pins fix players to slots; unpinned slots pick the best fit automatically, accounting for freshness. In the youth team, pinning also directs scouting — the pinned kid is revealed at the role you chose. And every club's recent fielded shapes are public: study your next opponent; they can study you.
Inside the match engine
Matches are simulated action by action on a real pitch grid over 90 minutes — and the clock is honest: corners, kickoffs, throw-ins and free kicks all pay their real setup time, so roughly a third of a match is dead time, just as on television, and each live action matters more. The team in possession weighs every pass, carry and shot — how much better it makes the position than where the ball already is — and the chosen action plays out as a contest between the actual players involved. There is no hidden team-chemistry dice on top. Two rules apply everywhere: every attribute means its value after fatigue (stamina falls all match; big footprints, high pressing and long commutes drain faster), and every duel carries a small random term that shrinks as the attribute gap grows — even duels are volatile, mismatches nearly deterministic.
The pass — three gates in order
Duels, carries, and the slow-dribble rule
When a defender arrives at the ball, the possession duel runs in two phases: positioning against positioning (pressure multiplies the defender's side — a positional win escapes, and the tackle never happens), then ball control against tackling on the ground, or reach-gated in the air. A beaten player may pull a shirt; the referee's detection rate decides whether it becomes a free kick or quietly works.
A carry fights that same duel against every defender on the path — and pressure supports defenders more steeply against dribbles, because carrying through bodies is disproportionately hard. Carrying is also deliberately slow: one touch moves the ball one zone. Moving the ball far and fast is what passing is for. The exception that pays is carrying past the opponent's back line — that stops being a carry and becomes a break (below).
The shot — and who the keeper is
Shots only exist inside a real envelope — close enough, at a real angle. The chance is location times shooter: distance and angle dominate everything (that is the xG in your reports), times finishing. Pressure degrades the strike exactly as it degrades a pass — composure is what separates the striker who finishes with a defender in his face. Blockers in the lane raise block risk; placement and calm lower it. First-time finishes catch the keeper unset; a controlling touch gives him his feet back. And markers are drawn by mass — the far-post runner behind a loaded box so often arrives clean because the overload dragged the defence's attention.
Set pieces
Corners and deep free kicks put a delivery into a packed box: first contact is a pure jumping duel with extra chaos, then the normal header and shot models take over. Direct free kicks must beat the wall first; penalties are finisher against keeper, nothing else. Your squad decides its own takers — best passer delivers corners, best passing-plus-finishing strikes the direct ones, best finisher-plus-composure takes penalties, and the five best leapers attack the box. Set pieces are a real reason to value jumping and a dead-ball foot in players you would otherwise pass over.
Deliveries into the box
An open-play cross or cutback resolves as one moment. The delivery has to get away and through; then the box resolves by assignment: everyone who can reach the landing area races for it — attackers and defenders, from where they actually stand, in a window that includes the crosser's wind-up (box runs begin before the ball does). Markers take arrivals in order, best cover on biggest threat. The surplus attacker — the one nobody was left to take — tends to arrive clean, but only tends: teamwork on both sides sets the exchange rate between having the numbers and getting the free man. The finish belongs to the arriving player: a header lives on jumping, a cutback finish on finishing and a first touch.
The two deliveries split on the offside law: a cross comes from behind or level with the box — its runners can stray offside, and a high line plays for exactly that flag. A cutback is pulled back from the byline — its runners arrive from behind the ball and can never be offside. That geometric immunity, plus the calmer touch a square ball allows, is the cutback's whole identity.
Breaking the line
The opponent's back line sets the ceiling for your attackers — no forward of yours stands beyond it; that space has to be taken. Any arrival in the band at the line — a pass into it, a through-ball behind it, a dribble over it — starts a moment of its own, and there are exactly two options: strike from where he stands, or seek the breakthrough. There is no third option where he recycles the ball; that band is not a place you hold possession.
Tempo, the scoreline, and where you lose the ball
Tempo has exactly two sides: receivers face less pressure (the defence is never set), and hurried one-touch receptions fumble more. It does not make the keeper worse — he is beaten by moments (a first-time finish, a rebound, a sweep he missed), not by a dial. The scoreline bends both teams: a leading side protects the ball, a trailing side discounts risk, both more as the clock runs down; your risk slider scales your side of it. And where you lose the ball matters as much as when: the contest reads the shape you stood in at the loss. Bodies past the ball cannot defend the space behind them — that exposure is the standing price of a high attacking line.
Reading match reports like a coach
The report is not a summary of the engine — it is the engine, narrated. Every sequence line names a contest: "beats his man" is the positioning duel, a "crunching tackle" is ball control losing to tackling, a fumbled touch is the reception contest, a "header claimed at the near post" is jumping. The analysis view adds player ratings with their duel receipts, the duel board and repeated matchups, channels, the shot list with xG, the 15-minute timeline, and set-piece contacts. Reports are public — reading a rival's matches is scouting.
Read them the way a coach watches film — not "we lost 1–2" but "which contests did we keep losing, and who do I have that wins them?" The standard prescriptions:
| You keep seeing | Which contest it is | Your lever |
|---|---|---|
| "pass is cut out", interceptions | the lane | shorter passing angles (zone plans with close options), better passers |
| receivers tightly marked | the arrival duel | train off. positioning; move the receiver's zone away from their cover |
| fumbled, "hurried" touches | reception under pressure + tempo | lower tempo; composed players where the press bites |
| same winger stripped by same back | the possession duel, repeated | pin a different player there, nudge his zone plan within its band (no formation change needed), or train the losing attribute |
| losing every corner | set-piece first contact | jumping — in the XI and in training |
| "hurried into it" on big chances | composure under pressure | a calmer finisher — or create with cutbacks instead of crosses: a cutback only comes from a wide line-break, so field quick byline wingers (WG) and let them win the byline race; the square ball arrives calmer |
| conceding right after losing the ball | the breakout — bodies past the ball | lower the attacking line; keep a holding screen (DM/HB) |
| crosses dying on the first defender | box assignment — every runner marked | more bodies into the box — or switch the route to cutbacks: pace in wide roles wins the byline race, and a cutback's runners cannot be offside |
| fading after the hour | stamina vs footprints, press, commute | rotate on freshness; train stamina; lower the press or the gap between your lines |
| winning duels, never creating | recycling the bank away | raise tempo and risk when you are on top — forward, not backward |
Money and the market
Your income follows your division, and it rises sharply up the pyramid. The budget deliberately covers only about 24 players at your level's going rate — while a squad holds 30. Every club must mix stars with cheap youth contracts and bargains; nobody fields eleven full-price players.
Where the market comes from
Four streams feed the transfer list: the age-23 rule (every youth contract ends at 23 and the player is listed — once, for everyone, no exceptions; this is the engine of the whole talent economy), academy players who age out unpromoted, players clubs choose to list, and budget-enforcement releases. Contracts end with the season, so the market is thin early and deep at the break.
The auction — a descending clock with hidden bids
Once a season, at the break, all listed players are signed by descending clock: for each player the asking wage falls until it reaches the highest hidden maximum bid any club lodged — that club signs him at that level. Your bid is a maximum, not a price: if nobody else is close, the clock stops lower and you sign him cheaper than you offered.
Letting players go
Be clear-eyed about listings: there are no transfer fees between clubs. A listed player simply leaves at the next update, freeing his wage and slot, and is signed at auction by whoever wins him. You list to clear budget, open academy slots, or cut dead weight — never for income. You may bid on your own listed player like any other club — list him to free his wage today, try to win him back cheaper at the break — but a richer club can simply outbid you, and he is gone. And a listing under 23 publishes your private scout estimate with him: the market never knows less than the club that let him go.
Your first season, in ten lines
- Claim a club; do the start draft thoughtfully — it's your only one.
- Pick formations you intend to keep; cohesion starts at zero and grows with tactics training.
- Set a training split; the default is balanced, your squad's age profile may want otherwise.
- Check the draft board weekly; pick for the roles your academy lacks.
- Field your best XI, but watch wear — rotate before the injuries choose for you.
- Read your own match reports; then read your next opponent's.
- Use zone plans to fix what the maps show you.
- Give your promising kids minutes in the roles you want revealed.
- Declare auction bids early for the season-end market; mind the headroom.
- Remember every 22-year-old star's contract ends at 23. Plan for it.
Everything above tells you how the machine works. How well you drive it is the game.