⚽ Players
Player attributes and what they change
The three attribute groups, the three numbers behind every match event, and how the player card is coloured.
Every player in ManageFC carries attributes on a 1–99 scale, split into three groups. Technical holds sixteen visible values: passing, dribbling, finishing, crossing, heading, tackling, long shots, first touch, technique, corners, free kicks, penalties, long throws, marking, vision and long passing.Mental holds twelve: decisions, positioning, composure, anticipation, concentration, determination, teamwork, work rate, off-the-ball, aggression, bravery and flair. Physical holds eight: pace, acceleration, stamina, strength, agility, balance, jump reach and natural fitness. Goalkeepers swap that outfield set for six of their own — reflexes, aerial ability, one-on-ones, handling, command of area and kicking.
The top of the scale is deliberately hard to reach. Attributes are generated through a soft squish that leaves anything at 90 or below untouched and compresses higher rolls towards 99, so a 99 exists but is rare, and development increments are capped at the same ceiling. Two or three points of difference between players at the top end matters far more than the same gap lower down.
What each attribute changes
The match engine resolves play through named events, and every event is driven by three primary attributes. These are the ones that pay:
Three attributes beat one overall
When an event fires, the engine does not pick a player at random and then roll against his ability. It builds a weight for every eligible player equal to the product of the three primary attributes divided by fourteen — so a striker with 90 finishing, 90 composure and 90 decisions is roughly six times more likely to be handed the chance than a team-mate at 50 in all three. Specialists get their moments; generalists do not, unless their general level is high enough to carry all three numbers.
Reading a player card
On the player page the attributes are shown as tiles, grouped and colour-coded: green for good and elite (70 and above, elite from 85), amber for average (50–69), orange for low (30–49) and red below that. The top of the page summarises with three averages — technical from passing, dribbling, finishing, technique, first touch and vision; mental from decisions, composure, anticipation, concentration and positioning; physical from pace, stamina, strength, agility and acceleration — and the position key attributes carry a star and are listed together, mirroring the weights used to create and rate the player.
Current ability is the weighted average of everything: 40% from the technical group, 35% mental, 25% physical, with the weights inside each group set by the position. A centre-back's ability moves with his tackling and marking; a playmaker's with his passing and vision. Two players with the same overall can therefore be very different players — check the three numbers that drive the actions you actually want before you sign either of them.