Pro-Soccer PBM On-Line
Guide. (Rulebook Versions 5.51)
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What
Is A Play By Mail Games? How
Much Does It Cost? How
Do I Pay? Contacting
Us. Section
1
Picking
A Team Numbers, Ages, Positions, Player
Status, Out
Of Position, Utility
Players (UTLs) Changing
Position, Outfield
Players as Keepers, Performance, End
Of Season, Overseas
Players, Discipline, Unavailable
for Selection, Aggression
Levels. Section
2
Group
Capacities, Ticket
Price, Private
Deals, 4
Match rule, Price
Banding, Loans, Transfer
List. Section
3
Coach, Physio, Friendly
Matches, Overdraft
Facilities, Player
Requests, Contacting
Other Managers, Reserve
Team League, FROM
THE BENCH End
Of Season Skill Revision, Email
Turns, Separate
Game Rules, Results
Web Page.
More
To Follow. Right
Click as SAVE AS to Download or click to view online. |
What Is A Play By Mail Game? (PBM) A Play-By-Mail is a multi-player
game using the postal system, allowing players from all over the world to participate
with each other and the computer system. A 'Turnsheet' allows them to make
the following decisions, which the players complete before returning it to us
by the stated turn deadline. The data is then processed and the results of
your selections are returned to you, which help you to aim to be the best
team in your division, league if not the world! How
Much Does It Cost? A turn costs £1:70 for your main
sides and any other sides you may manage will cost and extra £ Turns are on a fortnightly basis,
you can order extra-printouts which give you extra information to help you to
manage your side(s) successfully. These extra-printouts are charged extra, a
full price list is stated later on in this rulebook. HOW
DO I PAY? Due to trouble with the OlympiaPBM
bank account, payments involving cheques/postal orders should be made payable
to 'T.DEXTER'. We DO NOT accept responsibility for any lost payments and
turns through the post. If something is lost then just contact us and
something can be sorted out. In an attempt to keep down ever increasing bank
charges we ask you to send payments of at least £5:00 at a time. This
benefits you as it means we can keep turn fees as low as possible. A
surcharge of £1:00 may be added for payments under this amount. ON-LINE
PAYMENT: You can pay
on-line via PayPal to our email address. Minimum payment of £10 is required
(£1 admin fee may be charged), state your account number with payment. A full
payment procedure is available via the website. Please DO NOT
send coins through the post and make sure you note the amount of payment
enclosed on the space provided on your Turnsheet. LATE
PAYMENT: If you owe
money going into a new turn and payment is received after the stated turn
deadline then an administration fee of £1:00 will be charged. Late payments
could mean you risk losing your side(s) to another manager. Always make sure
there is enough credit in your account to cover all costs for the coming
turn. How
To Contact Us. There are
several ways to contact us about the game or return your turn orders by the
stated turn deadline. They are as follows:- BY POST: OlympiaPBM, Please
do not send by Special/Recorded Delivery as there is no guarantee anyone will
be available to sign for anything! BY FAX: (0115) 943 6197 (Outside BY PHONE: (0115)
943 6197 between (07815) 121 585
between BY EMAIL: info@olympiapbm.co.uk or olympiapbm@fsmail.net EMAIL TURN
ORDERS TO:
teams@olympiapbm.co.uk Section 1
PICKING
A TEAM: Each player on
your squad list has a skill rating between 0 to 100, this represents his
ability based on real- life performances and form in Pro-Soccer over the last
year. PLAYER
NUMBERS: Every
Pro-Soccer player has a unique player number between 0 and 9999. It is vital
in selecting your team or any part of Pro-Soccer that you clearly state all
player numbers involved, as we need them to enter details into the computer.
Try not to confuse a player number with a player’s shirt number, which is the
number the player wears on his shirt during the match. AGES: Pro-Soccer
players also have ages, which increase by one year at the end of the season.
Outfield players between the ages of 27 to 29 years of age are considered to
be in their' prime’ to the computer. A goalkeeper is considered to be at his
peak between the ages of 29-34 years of age by the computer. POSITIONS.
Here are the positions
you have to choose from for each of you starting XI in all matches. You enter
the position in the 'position' column of your turncard. If none is chosen
then one will be chosen for you at random. Numbers in brackets denote the
maximum players allowed to play that position at one time for your side. DEFENDERS: Code: Position:
Max Code: Position: Max
MIDFIELDERS: Code: Position:
Max Code: Position: Max
ATTACKERS: Code: Position:
Max Code: Position: Max
You will
gradually find each player's particular favourite position by trial and error,
based on performances in matches played. If you know a player who is
categorized as one position and can play in another position in Real-life,
then we can adapt the system to make that player play in those different
positions. Contact your GM beforehand and he will be converted to that
position, his player number will change skill level will go down, but MOM,
Goals etc will remain the same. PLAYERS
STATUS: On your team's
squad list there is a column entitled 'Status' relation to your club. This is
a single letter code of that players '’L’ denotes that the player is currently
on loan to your side from another team. 'R' denotes that you have player requested
that player to be created (see Player Requests). 'C' denotes the computer has loaned this
player to your reserve side and that the player plays for your side in
real-life and can be created by you (see Player Requests). PLAYERS
OUT OF POSITION: The diagram
below will give you a rough idea of where each position is in relation to
each other on the field of play:- Position Code: Players
that Qualify Without 25% skill reduction GK Goalkeepers Only
RB LB Def
Only SW RCD CD LCD
RWB DM LWB Def
& Mid
RCM CM LCM Midfielders Only. RM LM AM
RW RLW IF LRW LW
Mid & Att Only
ST ST Attackers Only. CF TM If you attempt
to play a player out of position their skill level for that match will be lowered
by 25% EG: If you play an 80 skill defender in one of the midfield only
positions he will play as a 60 skill player for that game etc. UTILITIES: Utilities (aka UTL’s) can play ANY
outfield positions without any skill reduction. If you play a UTL as a wingback
(either RWB or LWB) then he will be classed the same position as the other
wingback. If both wingbacks are UTL’s then the computer will class them based
on your style of play. I.e.: Defensive would mean both would be classed a
Defenders/SBU, whilst Attacking/QBU would mean they are classed as
midfielder. If you play a UTL as a winger
(either RW or LW) then he will be classed the same position as the other
winger. If both wingers are UTL’s then the computer will class them based on
your style of play. I.e.: Defensive/SBU would mean both would be classed a
Defenders, whilst Attacking/QBU would mean they are classed as midfielder. If you play a UTL as an Inside
Forward (IF) then the player will be classed based on your teams style of
play. If you play Defensive/SBU he will be a midfielder and Attacking/QBU he
will be classed as a Attacker. CHANGING
A PLAYERS POSITION: If a players position in the game
is not accurate to what he plays in real-life the position can be changed.
Simply ask on your turncard. However when the players position changes his
skill will reduce by 1 skill level. So an 80 skill Defender Being made to a
Midfielder will become a 79 skill. To convert a player to a Utility
then the skill will reduce by 2 skill levels to cope with the extra skills
the player needs to manage. All changes have to be an accurate representation
of positions that players currently occupies in real-life wherever possible. OUTFIELD
PLAYERS AS KEEPERS: If you select an outfield player
as a goalkeeper then his skill level will be reduced by over 50% for that
match. E.g.: An 80 skill outfield player would play at a maximum of a 40
skill goalkeeper. If you cannot field a reserve goalkeeper then NO play will
replace him on the subs bench. This will affect team’s morale and possible
injuries. PLAYERS
PERFORMANCES: Players'
performances are printed on the match report and are based out of ten and
listed next to the Player’s position. The performance for a player is based
in relation to the rest of his team mates, so a good team performance is all
players having the same skill rating. Obviously the higher the rating, the
better the standard of play, during the match. END
OF SEASON PRIZES/AWARDS: Various prizes are available for
each league & cup competition. The winner of the Champions League
receives a FREE season in turn credits for that side with other cash prizes
for the final four. Pro-Soccer cash and players are credited for success in
domestic leagues & cups. Various prizes also available for manager of the
month awards for each league ( these are awarded every 4 league turns).
Information on individual prizes are listed in each games newsletter (FTB) or
on teams Transfer-News sheet which is automatically sent. OVERSEAS PLAYERS: There
can be no more than FOUR overseas players in a team and one 'non-grouped'
player (including substitutes). Otherwise the computer will replace some of
these players with home-grouped players automatically. If you constantly
attempt to break the overseas rule then fines of £500,000 per player will be
incurred. As
some foreign clubs are the only team from their country there would be a
shortage of non-overseas players. So all nationalities have been put into groups
and you are therefore allowed 4 players from a different group (I.e.:
overseas players) in your final 14. The rest must eligible from your home
group. Player's nationality group is usually stated on your
squad list as a single letter next to the three-letter nationality code. If
you are un-sure who is and who is not classed as a home-grouped player for
you then please ask on your turn or contact your G.M for clarification. The
overseas rules vary depending on which game you are playing. Some
games of Pro-Soccer may run without the overseas rule in effect. This will be
stated when you join the game. However the successful sides in these games
tend to stick to the overseas rule on an un-official basis as it tends to
help the teams morale and performance on the field. Confirmation
of the overseas rule is listed on your games Homepage on the website or on
the separate rules sheet for your game. Although the rule is not realistic to
real-life it does add an element of skill for the manager. If you wish to
play games based on real-life overseas rules then please get in touch and a
team can be found in such a game. Discipline: Each player receives 3 points for a
single booking in any league or cups match in Pro-Soccer. A total of 12
points means an automatic 2 match suspensions from league matches. A sending
off for the player adds six points to his disciplinary record and an extra 1
match ban on top of the normal 2 weeks if his total exceeds 12 points Players Un-Available For Selection: You can only select players that are
printed on that turns squad list. Players you may have signed that turn
cannot be selected until they appear on your squad list. If a player is
injured or suspended that a week number will be listed in the appropriate
column of your squad list. You cannot select such a player until after that
stated week number. i.e.: An injured player that says Wk11 on your squad list
is injured until after week 11, and therefore will be available for selection
from week 12 onwards. You CAN play suspended players in any cup match you may
have that turn, but injured players are un- available for all matches in
Pro-Soccer. Aggression Levels: The aggression level is between 0 and
100, the higher the number the more aggressive and competitive your side is
in that match. Higher aggression is more likely to cause a more committed
performance from your players, but could produce more injuries and bookings,
especially if your opponents have a much lower aggression level. Low
aggression in relation to your opponents can mean your players are more
casual when they play. Which can cause more injuries, and also a lack luster
performance on the field. Your aggression level affects how your team commits
to the game. The difference between the two skill levels determines the
amount of injuries, bookings etc. Average
Aggression Level: 75 Section 2
GROUND
CAPACITIES: You can build your own stadium to the level you want, to
gain the gate receipts you require (within reason). Seats cost £500 each and you
build in multiples of 100. A maximum of 5,000 seats can be built in one turn.
You CANNOT be in debt if you wish to improve your ground. A full ground can give you an advantage in your home
games, especially if you have a large ground. So it is important to get a
decent level between attendance and ticket prices to maximize both aspects of
the game. The
bigger the ground the better your potential home advantage if you manage to
fill it. You cannot sell back seats to raise money. Average First Division Ground
Capacities: 50,000 seats Average Lower Division Ground
Capacities: 40,000 seats Ticket Prices: You the manager decides how much you
should charge for you home match. The higher the charge the less people you
get (unless it's a big match). The cheaper the price, the larger the gate,
but the less income your club gets to aid transfers fees etc. It is your job
to get the balance right. The average ticket price is £14:00
(un-realistic we know!) Private Transfer
Deals: You as the manager are allowed to trade
your players with other managers in the game as you see fit in the form of
player swap deals (aka Private Deals). If you agree a deal with another
manager it is important that both of you agree to that deal(s) on your
turncards that same turn. Private Deals can only be confirmed if a team
selection is received from BOTH teams. Private deals can only be for swapping
of players, with cash adjustments. Cash only deals MUST be done via the
transfer list. If both managers state the same deal then
the deal will go through in time for that following turns match. You CANNOT
select a player you have just purchased in any matches that turn. You can only select
players that are on that turns squad list sent to you as recently purchased
players do not join your club until after all league and cup matches to be
played that turn. All deals should be
written down by both parties' always state player number and the side the
deal is with. If the player is being bought or sold for a financial fee then
state the fee. For Example You Could Write On Your
Turncard:- Deal With Inter I Have Bought 9999 Fred Bloggs for 8888
John Smith OR Deal With Inter I Have Swapped 9999 Fred Bloggs for
9998 Joe Bloggs and £1m. 4
MATCH RULE: A Player must be at his current
side for a minimum of 4 turns before he can be sold or swapped to another
club. If sold under the minimum 4 week stay then the selling club maybe fined
for each week he is under that period. Fines will start at £l million for each
turn under the minimum stay. The 4
week rule is not active in some games, confirmation of this rule will be in
your games specific rules sheet. The GM can cancel any deal(s)
deemed unfair to any side. A private deal will only go through if a completed
turncard has been received from both clubs involved in the deal. A deal will
be cancelled if a club loses its manager that same turn. PRICE
BANDINGS: Here is a
rough guide to transfer fees for players in Pro-Soccer. Please note that these
are only a very rough guide-line, you will get to know more exact valuations
of players as you play the game. A more realistic guide to prices will be
listed at the top of your Games Transfer List each turn, although in most
games a price depends on recent trends along with the nationality, position
and age of the player.
You CANNOT do any private deals
between clubs that have the same manager. The only way to move players between
clubs with the same boss is via the transfer list. If you want to bid for a
player who is at one of your other sides then the transfer list minimum bid
must be no higher than the stated price bandings for that game (see transfer
list or guide above). This is to prevent people selling off unwanted players
to their other sides at massive prices to generate cash as the computer will
notice a bid well above the min bid. However,
You will not be allowed to bid for a player on the list if he is the highest
skilled player at your other side. Making sure therefore that a side selling
their best player is in the best interests of the selling side and not just
to try and help out another side with the same manager. Any deals that end up being
between two clubs with the same manager can be cancelled by the GM if it is
felt they are not in the 'spirit' of fair dealing in the game and the next
highest bid will be accepted. LOANING
PLAYERS: You can loan your players between
clubs much like you buy/sell players as explained earlier. A loan deal can be
arranged and stated on your turncard exactly the same way as private deals. All loans must be on a 'RECALL'
basis. This means that the players club can recall that player to their side at
any time by giving a turns notice. You can tell if a player is at your club
on loan by an 'L' in the status column of your squad list with the players
real side's team number in the next column. A fee for a
loan of player can be paid but it can be no more than 10% of the player's
worth according to the price bandings stated earlier. i.e.: An 80 skilled
player can be loaned to a side for a fee of no more than £1 million. You can obtain a list of your
players currently out on loan from your club by simply placing the word LOAN
in the scout reports section of your teams turncard (at no cost). A list of
all your players on loan and requested players awaiting payment of the final
signing on fee before joining your first team squad (see Player requests). Most loan deals are free of charge
and are useful to get reserve players match practice or help sides who have
injury and suspension problems. A couple of things to remember however:. A
side CANNOT loan out their highest skilled player at any time and a side
cannot loan any players out if they are on the minimum squad limit of 16
players. The
Transfer List: Every turn a
list is compiled of transfer-listed players from across the game. This list
includes all the players' details and a minimum acceptable fee for that
player. Managers are free to bid for these players and the highest offer that
turn (above the minimum bid) gets that player for the next turn automatically
without having contact the selling club and arrange a private deal. A copy of
each turns transfer list is automatically sent to all managers free of
charge. HOW TO
PLACE YOUR PLAYERS ON/OFF THE LIST: To list your
players onto the list you fill in the details on the bids section of the
turncard only. You state the player's number, name and the minimum fee you
will accept for that player on the turncard as state the code 'PLACE' as the
team number. eg: PLAYER:
1234 F.Bloggs TEAM NUM:
PLACE BID:
£1,000,000 If you wish to change the minimum
fee for your player then simply repeat the above action with the updated
minimum acceptable fee. If a player receives no bids above the minimum bid
limit after 4 turns he is automatically removed from the transfer list &
cannot be put back unless the minimum bid is set lower than the previous
level. To take your player off the list
simply do the above and state a minimum bid as £0 or state the code 'REMOVE'
as the team number along with the players name and number. That player will
be taken off the list BEFORE any bids are registered that turn, this means
that he will not be sold that turn, even if a bid higher than the minimum bid
is received. However if a player is taken off the list he CANNOT be sold in a
private deal for cash that turn, if you agree to sell a player for cash
privately but the player is on the list the buying manager MUST bid via the
tlist. HOW TO
BID FOR PLAYERS ON THE LIST: To bid for a
player on that turns transfer-list simply fill out the players number and
name in the bids section of the turncard along with the code I LIST' as a
team number and your bid for that player. eg: PLAYER:
1234 F.Bloggs TEAM NUM:
LIST BID: £2,000,000
The highest
bid received that turn will sign that player after all matches that turn and
will appear on the next squad list of his new club. If no bids are received
for a player then he will appear on the next turn’s transfer-list unless his
manager removes him from the list. If you bid a
figure under the stated minimum bid then your offer will be sent to the club
for them to These offer's
are listed at the foot of the sides turncard like normal turncard bids and
will take an extra turn to go through if accepted by the manager I although
you need not make any contact with the selling club for the deal to go
through. Section 3
Upgrading
Players Skills: You
can train any player's skill up to a maximum of 79 skills. You do this by
simply upgrading a player on the bids section of your turncard. It's costs £3
million per skill level increased and can be done on any player until he is a
maximum of 79 skills. To
do this state the players number next the COACH section of the turncard,
listed below the turncard bids section of the turncard. You are only allowed
to do ONE coaching action per turn, you can however earn extra actions in a
turn by winning Manager of the Month Prizes etc. A
player's skill upgrade is done BEFORE any league/cup matches are played so
they can be selected at their new skill level on your turncard(s), providing
that the cost does not take you past your overdraft limit of £2 million. You
CANNOT coach a players skill upwards if he is injured that turn, you will
have to wait until the injury has cleared. Reducing
Players Injuries: Like upgrading a player's skill
upwards you can reduce a player's injury by using the clubs physio. Like
skill upgrades you can pay £3 million for a week to lessen a player's injury
status. To do this state the players
number next the PHYSIO section of the turncard, listed below the turncard
bids section of the turncard. You are
only allowed to do TWO Physio actions a turn, you can however earn extra
actions in a turn by winning Manager of the Month Prizes etc. Phsyio
actions are done BEFORE league/cup matches are played and if you cancel an
injury entirely the player can be selected for that turns matches, providing
the cost of this action does not take you past the maximum overdraft limit of
£2 million. Friendly
Matches: You can organize to play a
friendly match with any team in the game. If you organise such a match with
another manager I then both of you need to send a team selection that turn on
a separate sheet of paper. Such matches cost 25p per side and
the match report will be sent with your next turn orders. Gate receipts are
shared between the two sides. There is no overseas rule in such matches and
you can select suspended players. Injured players cannot be played in such
matches. If you want to a play an
un-managed side then you can either state a team choice or division choice on
your selection and the computer will find a suitable opponent for you to
play. A Cup selection form is available
on request and on the Downloads section of the website. Teams
Overdraft Limits: Every club in the game is allowed
to be no more than £2 million in debt at the end of the turn's transactions.
If you exceed this limit then you have until the next turn deadline to clear
the ENTIRE clubs debt via transfer dealings. If you fail to clear the debt
after two turn deadlines then one of your sides players will be compulsory
sold for well below his market value to clear the debt for you. This player
can then be listed on the transfer-list for any manager to bid for at around
his market value. You are not allowed to spend ANY
cash if you owe more than £7 million at ANY time in the game. All
transactions involving expenditure are cancelled until the balance is under
this maximum overdraft limit. Player
Requests: If you think you know of a player that
plays for your side in real-life that is NOT in the game at present at any
side, then you can create him for your side. To do this states as much
information about him as possible on your turncard and say that you would
like to create him. If he is not in the game and does play for your side in
real-life a the player will be sent to you. At this point a creation fee of
£500,000 will be charged. If the team has a reserve side then there will be
no charge at all to your side. To create this player fully into
your squad the signing-on fee will be deducted from your account and the
player will appear on your squad list. The signing-on fee will be set at £3
million no matter what the quality of the player. If you do not get the player
straight away this maybe because he is in the game already, not a valid
player for your side or research is still being done before the player is
created for you. The players starting skill will
only be between 73-77 to avoid managers creating dozens of low quality players
into the game. His skill will rise quickly however via the end of season
skills revision or you can pay to have his skill upgraded. Contacting
Other Managers: You can
contact any other manager in the game by various ways to arrange private deals,
friendly matches etc. A Contacts
list is available that
lists the contact phone numbers of all managers in the game. If you wish to
include a contact number in such lists then please state your number on your
turn and state you wish it to be included. Please be sensible when contacting
managers and if they state set times to ring then please only call between
these hours. An e-mail
list is also included
that lists the e-mail addresses of managers in your game. Again if you wish
for your address to be included then please say so on your turncard. You can send internal
mail (aka IMS) to a manager. This is a note you write to a manager. Write
your note on a separate piece of paper and send it with your completed turns
orders. Your note will then be passed onto that manager with his/her next
turn orders. Please avoid foul language etc in such notes as they will be
binned instead of being sent. We will not
give out managers postal addresses to any manager as it would be a breach of
the data protection act. If you do not want your contact numbers to be
released to other managers then please say so, although it will make it
harder for you to do deals etc in the game. Reserve
Team League: Each game has
a small reserve team league. A side that has a reserve team will pay an extra
25p a turn and will take part in a full 22 week season like their first team.
A separate turncard and squad list will be included each turn. The computer
will bolster your squad with 'R' and 'c' status players to make sure you have
enough players to cope with the extra matches etc Also: Ø
Maximum
Ticket Prices are £10 (Not £22 as stated on turncard). Ø
There
is NO OVERSEAS rule in reserve team fixtures. Ø
You
CANNOT field any injured or suspended players, just like in 1st
team league fixtures. Ø
Teams
with reserve sides are charged as 1.2 sides for turn fees. Therefore a
reserve side will cost around 20% extra of the current turn fee in the game
you play. Ø On your squad list
there a few codes to remember. Ø
‘R’
status players denotes player you can player requested but still have to play
the complete signing on fee for them to become full time members of the club.
Teams with reserve sides DO NOT have to pay the initial £500,000 creation fee
charged when requesting a player. Ø
‘C’
status players are players loaned to you by the computer. These players play
for your side in real-life so they are available for player request whenever
you want. However whilst ‘C’ status if these players leave in real-life they
can leave your side at any time. Ø
‘L’
means the same as first team squads. The player is on loan to you from team
number in the next column Ø
You
can move players freely between the first team squad and reserve team squad
list. However ‘R’ & ‘C; status players MUST stay in the reserve squad.
Just state players and player numbers on turncard. Ø
Players
DON’T have to be in that squad list to play for that side. You can select
first team squad members in the reserve side and visa versa. Ø
However
if a player plays in BOTH teams then his skill will be reduced by around
30-25% for any first team fixtures. (Subs do not count as playing for that
side, even if they take the field during the game). Ø
To
avoid confusion and problems, you CANNOT drop your reserve side during the
season. You will have to drop the whole club (including first team). The
computer cannot run without 12 sides. However if a replacement club can be
found during the season then the reserve side can be transferred to that club
and you will not drop the entire side. You can drop a reserve side during
week 22’s turn, as then a replacement can be created during the close season Ø
You
can transfer monies to the reserve team from your first team bank balance,
just say on your turncard. Money to the first team from the reserves could
incur a fine.. Ø
Not
sending in regular reserve team selections will affect your first team’s
performance, particularly if players have been selected in both sides. Please ask on
your turncard for a reserve side and if there is available space a squad will
be allocated. 'From
The Bench' (FTB): Pro-Soccer's
FREE newsletter is entitled 'FROM THE BENCH'. it is aimed to keep you
up-to-date with your games news, results, transfers and rule changes etc. An
advertisement section means you can list players available for transfer or
give your views or opinions on the game or rea!- life football issues. - We reserve
the right to stop adverts from being printed in they are too abusive or may
offend managers. - From the
Bench is included in your turn orders automatically every turn free of
charge. Extra
Printouts: You can order
a number of extra-printouts to aid you through the game. To order a printout,
state the correct code in the Scout Reports section at the foot of the
turncard. CODE: Extra Printout
Description Cost
SCOUT
REPORTS: SQUAD LIST: You can also
order a copy of a side's squad list. To do so simply state the teams number
as the code in the scout reports section. i.e.: Number 1 for Arsenal etc. MATCH REPORTS: You can also
order a copy of a side's league match report for that turn. To do so simply
state the teams number as the code in the scout reports section along with
the code match. i.e.: MATCH1 for
Arsenal etc. LAST MATCH
REPORTS: You can also
order a copy of a side's league match report for the previous turn. To do so
simply state the teams number as the code in the scout reports section along
with the code match. i.e.: LASTMATCH1
for Arsenal etc. DETAILED
SEARCHES: You can search
for a particular player also if you wish. State the players surname as the
code and all players with that name will be listed along with the team
numbers that play at. Also more
detailed searches can be requested simply state the search you wish to do
based on Name, Position, Skill, Nation, Goals etc. You will be charged 10p
for every page of the printout results. E.g.: If you
scout 'SMITH' you will get a listing of all the Smith's in the game along
with any Smithson's etc that are in the game. If you want
detailed reports like Italian defenders that are over 79 skill and are 27
years of age or older than you can do so. Simply state what you want on your
turncard and a report will be sent that turn. You can have these reports
e-mailed to you at any time instead of via turn orders. Just e-mail your
requests and the results will be sent back to you a.s.a.p. End
of Season Skill Revision: At the end of the 22 week season
all the players skills are revised based on the players performances in the
game and in real-life over the last year. This helps keeps most players
skills realistic. A player's skill cannot be increased or decreased by more
than 4 skill points at any revision. Any 'R' or 'C' status players will NOT
be included in any skill revision. The new skill levels will appear in the
next season's squad list and will be applicable from then onwards. Turn
Orders via E-Mail You can try
and send your team selections via e-mail. Try and send them in the same order
as a turncard to avoid confusion. Make sure every page is headed with game
number, team number, and team name to avoid confusion. You can either send
selections as a text e-mail or as an attachment. To make the
system work easier please put the word 'Teams' in the subject box of the
e-mail so it will be transferred to the correct area of the system
automatically. A special
e-mail turncard is available on request or is available to download via the
website for any managers wanting to send in turns and not forget anything or
put things in the wrong order. All E-mails
must be here by You can
receive your turn results via fax/email also. Emails are sent as a PDF
attachment, which can be read via the Adobe Acrobat reader, Which is in most
PCS or can be downloaded free of charge. Other formats are available on
request. There is a £1 admin charge to send your turns via email AS WELL AS
via the post. No extra charge if it is sent INSTEAD of the postal version.
Same goes for faxed turn results. To receive
turns via fax/email just ask on your turn, you can swap or change between
Fax/Email/Post each turn depending on your choice. Or have them sent
automatically every turn by that method, just state on your turn. If nothing
is stated then turns will be sent via the post. SEPARATE
RULES FOR EACH GAME. Each game of ProSoccerPBM is
slightly different in the way it is set up, and therefore some rules are
different from game to game. A copy of your games separate rules should be
sent when you join that game. If not ask for a copy, or a copy can be
downloaded from the website. If unsure about ay part of the game then feel free
to contact us for any rules clarification. RESULTS
WEB-PAGE: You can get
all league results & tables via our web-page. For Games 1 to 5 then get
your results on the website We hope
you enjoy Pro-SoccerPBM, don’t forget that if you have any friends who would
like to join the game we will credit your with a free turn on receipt of
their first payment. Just send their details with your turn orders. If you
have any questions etc about the game then please contact us and we will try
and help you. If you would like to change your team for another then please
say so and another side in that game or another if you wish will be found
free of charge. If you no longer wish to play Pro-Soccer then please return a turncard saying that your are dropping out to avoid turn information being sent out regularly. |
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